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The inactivity of this forum.
Forum Game (Setting Up) - Page 4 EmptyThu Apr 02, 2015 11:06 pm by Burkman
It's depressing to see how inactive it has been recently. I mean, everybody is pretty much primarily posting in the never ending thread now and there's not enough people here to make this place really booming. We need to find some way to bring more people here before this place just fades into nothingness...

I know for a fact that a lot of boards out there are thriving because of how many people are there. We just need to get back into the game and pull people here. However, where we obtain these people might matter, because we don't to end up pulling in douches like those at Selkath.

I understand that people are busy these days, but it doesn't seem like they're rarely at their computer anymore. I know most of you are still dicking around with your computer. I don't know how we …

[ Full reading ]
Comments: 7
Happy New Year!
Forum Game (Setting Up) - Page 4 EmptyWed Jan 02, 2013 2:56 pm by Scott
Happy New Year OT! We may be dying... BUT WE'RE STILL HERE! We had an... interesting year last year. Vice Admin Burkman is taking a long earned vacation and Uly is stepping into his position. Well... I'd have more to say but I've got other things to do atm... and oh yeah... to quote Callin... "GET A MIC YA BUM!"

~Scott

Comments: 5

 

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The Mortonator
Meatlocker
Grimeth
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Branch
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Branch
The Fabulous
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptySun May 13, 2012 8:05 pm

Jules wrote:
Why isn't Japan in this shit.

I think because its an island. And attacking by sea costs more.
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Ban-Anad
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptySun May 13, 2012 8:08 pm

Branch wrote:
Jules wrote:
Why isn't Japan in this shit.

I think because its an island. And attacking by sea costs more.

I was actually thinking of adding Japan... Or making it a China/Taiwan Proxy, like Syria and Lebanon are to Pakistan... More on Proxies- Tomorrow!
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Yeet
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptySun May 13, 2012 8:08 pm

Branch wrote:
Jules wrote:
Why isn't Japan in this shit.

I think because its an island. And attacking by sea costs more.

It would be pretty interesting if they were still going by honor and the Bushido code. With modern day samurais.
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Burkman
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptySun May 13, 2012 8:13 pm

Jules wrote:
Branch wrote:
Jules wrote:
Why isn't Japan in this shit.

I think because its an island. And attacking by sea costs more.

It would be pretty interesting if they were still going by honor and the Bushido code. With modern day samurais.

You never heard of the Yakuza?
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Yeet
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptySun May 13, 2012 8:15 pm

Rafael Burkman wrote:
Jules wrote:
Branch wrote:


I think because its an island. And attacking by sea costs more.

It would be pretty interesting if they were still going by honor and the Bushido code. With modern day samurais.

You never heard of the Yakuza?

Well yeah but I meant their military adopts those principals.
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Burkman
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptySun May 13, 2012 8:16 pm

Jules wrote:
Rafael Burkman wrote:
Jules wrote:
Branch wrote:


I think because its an island. And attacking by sea costs more.

It would be pretty interesting if they were still going by honor and the Bushido code. With modern day samurais.

You never heard of the Yakuza?

Well yeah but I meant their military adopts those principals.

Give it a whack. See what happens.
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Ban-Anad
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyMon May 14, 2012 8:44 am

OK, so here's the plan for today...
Today, I'm gonna finish the Nuclear Sphere mechanics, the Confrontation mechanics (I thought about implementing the Risk method of dice but Branch has given me some fairly neat ideas towards tactics etc.) and I'm gonna fill in some holes in the UN system (some more on the role of the UNSC, Proxies and other international organizations), explain the Bismarkian Rule which will be used for making unofficial relations... I'll also try to make the ability sets for the rest of the playable nations. I'm also gonna go into how turns are gonna be counted.

When I'm done with that, I'll post it here and it will be up for discussion (suggestions are always welcome).
Then there's gonna be some good ol' RP recruitment. Please save your picks for when this is done.
When all playable nations have been assigned and GMs have been picked, I'm gonna make another thread in the RP section with the consolidated, formated rulebook and we're finally gonna start this thing...
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Ban-Anad
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyMon May 14, 2012 8:43 pm

OK... So. From where I left off...

-------

[/b]The Nuclear Sphere- Weapons and Nuke Cap[/b]

The Nuclear Missile Concept:
The basic idea is that Nuclear Missiles will be directly linked to each country's Armament. There will be however a Nuke Cap in that a country will not be able to make more than 10 Nukes. Meaning you get to make only 10 Nukes. You make 1, you can only make 9 more. You launch it, you still got only 9 that you are able to make. You can only make a Nuke if you meet the Armament Level requirement for your next Nuke.

Your Armament Level is determined by how many Military Units you hold. Therefore it can go up and down. The concept is simple- the more Military Units you produce and hold, the higher your Armament Level gets, the more Nukes (up to a total of 10) you can make.

Of course, there's a down side to making your Armament Level too high, and to making 'too many' Nukes.

Short-term, by rising your Armament Level higher than accepted by the UN, you risk being deemed an Instigator and given geopolitical fallout. Furthermore, raising your Armament Level makes your population more unruly as they begin to feel the need for an outlet of all the buildup (think Cuban Crisis and the later years of the Cold War). This means you'll have to deduct more towards your Domestic Slider for it to have the same effect.

Long-term, each new Nuke brought on the theater, moves the 'Doomsday Clock' closer to Midnight. Once Midnight comes along, all present Agreements get nullified and UN Meetings are no longer possible due to the international tension between nations. The Doomsday Clock does not go back, even if Nukes get Disarmed (via Disarmament Negotiations).

Nuclear Missile Construction
As I've said above, a Nuke can only be constructed if you've reached the relevant Armament Level. A Nuke takes 12 turns to construct. The construction cost of a Nuke is not a set price however. When constructing a Nuke, ALL your Current GDP Income goes towards the construction effort, meaning you get no income for the 12 turns of construction. You still have your Total GDP income which is fed into your Sliders, however, instead of the residual (the Current GDP Income) going into your Reserve (treasury), it goes to the Nuke construction funding.

Effects of Nuclear Missiles
I've already listed what effect constructing a Nuke would have, now- for the effects of launching one.

Nuclear Fallout- When a nation is hit with a Nuke, it gets a Nuclear Fallout effect on every territory affected by the blast. This effect does several things:
- The Nuclear Blast affects the Target territory. All surrounding adjacent territories are affected by Nuclear Fallout.
- The GDP income of the Target and affected territories becomes it's negative value (so say if it was 10 GDP, it becomes -10 GDP). Effects last four years (48 turns).
- Any Military Units in the target territory get destroyed. Military Units in the affected territories cannot move for the next 9 turns and gain a "Sickness" debuff, lessening their strength by one die for the next 9 turns. Any Units that enter the affected territories get the same debuff. The Target territory is rendered impassible.
- Even if not entirely affected (territory-wise), a nation's Domestic factor gets screwed. A setting of 90% on the Domestic Slider will be automatically set to treat radiation sickness, rebuild and generally fund the relief effort. Any setting below that will spring a Rebellion within the next 3 turns.
- After 12 turns, the nuclear fallout from the blast begins to eat at the nation's Total GDP Income, lessening it by the cube root of it's current value every 3 turns. This lasts 36 turns (the remaining 3 years).
- When 48 turns have passed, the affected territories return to normal. The Target territory however, looses it's GDP income permanently. Even if it's a player home country (the territories set as 100 GDP).

Launching a Nuclear Missile does not come without it's repercussions for the player that's eager enough to push the button however. Whoever launches a Nuke without provocation or proper conduct, these are the effects awarded:

Aggressor Status- Upon launching a Nuke, a player is given the Aggressor Status. There are several effects that come along with the title:
- The player is immediately written off the UN charter. He will no longer be accepted in UN Meetings.
- An indefinite Embargo is set on the player.
- The player is immediately written off any Agreements (MPAs, MSAs and EAs) he's part of and will no longer be capable of entering in Official relations with any country (as this requires participation in UN Meetings).
- His Domestic Slider will be automatically set to 70% to counter unrest from the part of the population that does not support the concept of Nuclear War. A setting below that will spring a Revolt within the next 4 turns.
- Any Bismarkian Agreements made by the player are revealed.






I'll be finishing this tomorrow...
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CollaWars
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyMon May 14, 2012 8:44 pm

Sounds good.
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyMon May 14, 2012 8:51 pm

CollaWars wrote:
Sounds good.

Any suggestions towards Nation abilities are welcome...
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CollaWars
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyMon May 14, 2012 8:59 pm

The Joker wrote:
CollaWars wrote:
Sounds good.

Any suggestions towards Nation abilities are welcome...

Do we have the offical list of nations?
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyMon May 14, 2012 10:04 pm

The list of playable nations will be as follows:
- State of Israel
- United States of America
- Islamic Republic of Iran
- Republic of Iraq
- People's Republic of China
- Russian Federation
- Taiwan/Republic of China (it's official name)
- Islamic Republic of Pakistan
- State of Palestine
- Republic of India
- United Kingdom of Great Britain and Northern Ireland
- Democratic People's Republic of North Korea
- Republic of (South) Korea
- Kingdom of Saudi Arabia
- French Republic
- Federal Republic of Germany Germany

Countries will also have several 'Proxies' that will function as vassal nations. I'll make the list once Nation abilities are done.
For now those are ready:

-USA:
=Canada
=Mexico
=Qatar

-China
=Japan
=Vietnam
=Hong Kong

-Russia
=Ukraine
=Cuba
=Poland

-UK
=Australia
=South Africa
=Bangladesh

-India
=Myanmar
=Nepal
=Indonesia

-Israel
=Jordan
=
=

-Palestine
=Syria
=Lebanon
=


I might consider giving playable nations a fourth Proxy but I'm still at 3 and that seems a good, even balanced number...

Suggestions are welcome. Any suggestions!
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyTue May 15, 2012 4:58 pm

=Pakistan
-Afghanistan
-Libya
-Uzbekistan

=Iran
-Turkmenistan
-Somalia
-Egypt

=Iraq
-Turkey
-United Arab Emirates
-Honduras


=North Korea
-Cambodia
-Sudan
-Singapore

=South Korea
-Philippines
-Laos
-Malaysia

=France
-Belgium
-French Guinea
-Morocco

=Saudi Arabia
-Oman
-Yemen
-Bahrain

=Germany
- Austria
-Hungary
-Italy

=Taiwan
-New Guinea

=Brazil
-Argentina
-Venezuela
-Columbia






Last edited by Bobabounty on Tue May 15, 2012 5:42 pm; edited 1 time in total
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyTue May 15, 2012 5:41 pm

We've added Brazil as a playable country. It's proxies are above.
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyTue May 15, 2012 6:00 pm

Bobabounty wrote:
We've added Brazil as a playable country. It's proxies are above.

I'll be compiling all my posts in my next post, with the full playable nations list, completed proxies list and the map that will be used...
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyTue May 15, 2012 6:57 pm

I've been at editing and adding Nation descriptions and ability sets...

This is how the Guide looks like for now: (Enjoy the read...)

----------------------------------------------
The Official OT World Game
----------------------------------------------


Playable Map:
This will be the map by which we will be playing, meaning at the end of each year (12 turns), a GM will post an official version of the map with all changes made throughout the last 12 turns. Players will be required to post a map with any changes they make in terms of territory occupation and Nuclear Strikes. I am still to add Ports, where Naval Units will be produced/spawned and be able to dock and disembark troops. I also still need to add separations on bigger countries and the oceans to facilitate multi-turn travel.

Forum Game (Setting Up) - Page 4 World_map_us_states

Players are strongly advised to use Google Maps when planning moves and strategies.

https://maps.google.com

Full List of Playable Nations and their Proxies:


- State of Israel
= Jordan
=
=

- United States of America
= Canada
= Mexico
= Qatar

- Islamic Republic of Iran
= Turkmenistan
= Somalia
= Egypt

- Republic of Iraq
= Turkey
= United Arab Emirates
= Honduras

- People's Republic of China
= Japan
= Vietnam
= Hong Kong

- Russian Federation
= Ukraine
= Cuba
= Poland

- Taiwan/Republic of China (it's official name)
= New Guinea
=
=

- Islamic Republic of Pakistan
= Afghanistan
= Libya
= Uzbekistan

- State of Palestine
= Syria
= Lebanon
=

- Republic of India
= Myanmar
= Nepal
= Indonesia

- United Kingdom of Great Britain and Northern Ireland
= Australia
= South Africa
= Bangladesh

- Democratic People's Republic of North Korea
= Cambodia
= Sudan
= Singapore

- Republic of (South) Korea
= Philippines
= Laos
= Malaysia

- Kingdom of Saudi Arabia
= Oman
= Yemen
= Bahrain

- French Republic
= Belgium
= French Guiana
= Morocco

- Federal Republic of Germany Germany
= Austria
= Hungary
= Italy

- Federative Republic of Brazil
= Argentina
= Venezuela
= Columbia




Playable Nations


The United Kingdom of Great Britain and Northern Ireland:
A former colonial power, The United Kingdom is now more a geopolitical world player than a military one. Coming from a history of not getting into relations that might become too demanding and not openly searching for conflict, Great Britain has been playing the part of the arbitrator in recent years. This might have to change however, as the UK is unwillingly becoming more and more drawn into the center stage.

-"Queen's Charm" Ability: Lets you pull out of a conflict started by an ally without breaking the alliance. Cooldown of 24 turns. Excessive use of the ability may result in geopolitical fallout.

-"Commonwealth of Nations" Ability: The United Kingdom can call on past colonies who have joined the Commonwealth for support. For the duration of this ability, the UK gains 100% of it's Proxies' GDP, instead of the default 50%. This ability remains available so long as Australia is a UK Proxy. Duration of ability is 24 turns. Cooldown is 6 turns. After the ability has ceased, the GDP-per-turn contribution of UK's Proxies will drop to 25% for the next 12 turn. This effect will stack if ability is used again within the 12 turns.

-"For Queen and Country" Passive Ability: Due to British traditions, the population of the country is less likely to rise up in a Revolution following a continued low setting of the Domestic Slider (0%-20%). The Revolutionary movement buildup is half as strong than normal for every Domestic Slider setting above 20% and is completely stopped on settings of 80% and above.

-Trait: Maritime Traditions. Naval and Air units cost 25% less. Navies gain an additional die.



The USA:
Having secured its self as a dominant entity on the international theater during the last two world conflicts, the US has enjoyed that status until now. Though some still regard it as a power to be reckoned with, the US has recently fallen off it's pedestal due to an increased policy of intervening in matters of other nations, making it something of the intrusive neighbor. There is still hope to rekindle it's past glory as the world's peacemaker however, with the rise of the Eden Movement which strives against a militaristic outlet and supports sustainability.

-(If Militaristic) "Nuclear Hype" Ability: Gives you the upper hand during UN negotiations. US Votes (when such are required) in UN Meetings will be counted with an extra 1/4. Cooldown of 24 turns. Excessive use may lead to geopolitical fallout and the "Fettering" of the country.
-(If Sustainable) "Eden Initiative" Ability: Starts Nuclear Disarmament Talks without the supervision of the UN. Immunity from geopolitical fallout for 12 turns. Must disarm it's last proposed amount even if negotiations are unsuccessful. Cooldown of 24 turns.

-(If Militaristic) "Second Amendment" Ability: Grants you a Number of Infantry Units equal to the cube root of your current GDP income for the duration of the ability. Number cannot exceed 10. Cooldown of 6 turns. Duration of 12 turns. Country suffers a loss of GDP income equal to the Number as a percentage. GDP loss lasts 12 turns and stacks if Ability is used consecutively.
-(If Sustainable) "Boost Economy" Ability: GDP income gets a Boost equal to the cube root of its' current value as a percentage. Military production is locked for the duration of the ability. Cooldown/Duration is six turns.

-(If Militaristic) "Military Priority" Passive Ability: The Domestic and Foreign Support Economy Sliders each have 0.75 times their normal effects on lower than 50 settings.
-(If Sustainable) "Sustainability" Passive Ability: The Military Economy Slider has 1.5 times the normal effect on lower than 50 settings.

-Trait: USMC. Armies gain an extra die when consisting of four or more Infantry Units. Each Naval Unit "Carrying" at least one Infantry Unit gains an extra die in combat when attacking. Bonuses do not apply for Special Abilities.



Russia:
Seeing the greatest turmoil in it's history since the Cossack civil war, Russia is now faced with with a grievous decision- stick with the rule of relative democracy or plunge into another wave of socialism?

-(Democratic) "Russian Riches" Ability: Gain extra GDP equal to 50% of the Domestic Slider setting for 12 turns. Negates the effects of the Domestic Slider for the duration of the ability. Cooldown of 24 turns.
-(Socialist) "Planned Economy" Ability: Lets you gain 100% of your GDP income while keeping the effects of Slider settings. Duration is 12 turns. Cooldown of 24 turns. Country suffers GDP loss during the effect of the ability equal to the cube root of GDP income when the ability was activated.

-(Democratic) "Reinstatement of Gulags" Ability: Negates chances of rebellion for 12 turns, regardless of Domestic Slider setting. Use of this ability may lead to geopolitical fallout or action by the UN. Cooldown of 6 turns. Upon end of ability, the effects of the Domestic Slider are negated, unless setting is above or equal to 50 for 12 turns. Effects of settings higher than 50 are halved. This stacks if ability is used consecutively.
-(Socialist) "Scorched Earth" Ability: Any territory lost to an enemy faction throughout the duration of this ability has a negative GDP income equal to it's usual income for the duration of the ability. Cooldown of 6 turns. Ability lasts 12 turns. Use of this ability may lead to geopolitical fallout. Territories under the Scorched Earth effect remain affected even after being re-occupied.

-(Democratic) "Rebellious Worker Class" Passive Ability: So long as the Domestic Slider is higher than the Foreign Support Slider, the chance for a rebellion is non-existent.
-(Socialist) "For the Motherland" Passive Ability: So long as the Military slider remains higher than the Domestic Slider and the Foreign slider is at 0, production of military units is doubled.

-Trait: Defense of the Motherland. Armored Units and Infantry Units are 15% cheaper and Armies gain an extra die when fighting within owned territory (both Attack and Defense).



Israel:
Having been at war with Palestine for as long as the two countries have stood neighbor, Israel is not new to the theater of world conflicts. This history of warfare has given Israel the status of the world's best military development country- having played part in the design of many a revolutionary weapons from the 80s onwards. This sophistication may not be enough to stop Pakistani retaliation however, as incursions become more and more frequent.

- "World Weapons Expo" Ability: When this ability is active, country gains a direct GDP dump equal to the value of the Military expenses (for the whole duration of this ability) of all other countries (except Israel) divided by the cube root of the expenses. Dump occurs at end of ability duration. Duration is 12 turns. Cooldown of 24 turns. Throughout the duration of this ability, all Military Units have their global pricing halved, Israel notwithstanding.

- "Military Presence" Ability: So long as there are a total of five or more Military Units present in the home territory, the effects of the Domestic slider are doubled per setting for the duration of this ability. Duration/Cooldown of 6 turns.

- "Zion" Passive Ability: Military Units gain an extra die when defending and an extra movement token when advancing, unless end of movement leads to a confrontation.

-Trait: Military Expertise. Infantry, Armored and Air Units gain an additional die but are 25% more expensive to produce.



Saudi Arabia
A country that has been treated with fainted respect throughout the years and exploited for it's large Oil reserves, Saudi Arabia has finally had enough of Western influence. But is it too late?

-"Oil Market-Price Dumping" Ability: Can directly influence global economy by regulating the Oil Market. Influence grants the country a small boost in GDP income equal to it's current GDP income, divided by the cube root of the Global GDP Figure. Ability has a Global Effect: Global GDP Figure drops by a Number equal to it's current value, divided by it's cube root. Use of the ability may result in geopolitical fallout and action by the UN. Duration of the ability is 12 turns. Cooldown of 24 turns.

-"Anti-Western Propaganda" Ability: While this ability is active, country gains a boost to it's Military Slider setting equal to 1.5 times the Domestic Slider setting. Effects of the Domestic Slider are negated, regardless of setting, for the duration of the ability. Ability duration/cooldown is 6 turns.

-"Desert Warfare" Passive Ability: Infantry and Armored Units gain an extra movement token and dice roll when advancing and attacking in Middle Eastern territories, including northern Africa. This effect is lost when defending or retreating.

-Trait: Fight to the Last. Infantry and Armored Units gain an extra die when defending if confronted while retreating.

Others are to come.





GDP, the Total GDP Income, Current GDP Income and Global GDP Figure: (Additions will follow)

Each country starts with 100 GDP per 3 turns (one Quarter) attached to it's starting territory, meaning your Total income cannot drop below 100, unless you loose your home country or the UN gets involved (in each case, loosing your GDP would be the least of your worries).
Each player also has 3 Economic Sliders to fiddle with. These determine how much of your Total GDP goes to something other than your treasury. The sliders are as follows:

Military Slider: Determines how much of your GDP goes into the production of Military units. The higher the setting, the faster you produce units. Every 10% of your GDP towards this Slider represent 1 less turn of production time. A setting of at least 10% is required for Military Production to be possible.

Domestic Slider: This represents how much of your Economy is orientated towards the quality of life of your population. It controls the chances of rebellion or unhappiness with your government (More on the effects of this later on).

Foreign Support Slider: This represents your donations to the UN and their causes. The more you support the UN, the faster you'll get UN Talks Tickets (More on this later).

The setting on each of these sliders represents the percentage of your Total GDP income that goes into each field. A setting of 10% in the Military Slider and 0 at the other two (not really recommended) means you get only 90% of your Total GDP income per turn. An Overall setting of 100% means you get no Current GDP Income.


As I said above, each country starts with and initial 100 GDP income, which is attached to it's home territory. Non-player countries also have an attached GDP income which, upon occupation of the territory by a player, gets added to whatever Total GDP income they currently have. An NPC (Non-Player Country) cannot have a GDP above 30.



The Global GDP Figure:
This is a Figure representing the Global GDP. It's calculated as the Sum of the Current GDP Income of each country (the Total GDP minus the overall percentage distributed on Sliders), divided by the number of countries (both Player and NPC).



Recession and Depression: (this still needs work)
A country enters a Recession if their Total GDP Income drops under the initial 100 of it's home territory.
The World enters a Global Depression if the Global GDP Figure drops below the Overall Global GDP Potential, which is calculated as the sum of GDP income of every territory, divided by the number of territories.


Terms Recap:

Total GDP Income= The GDP income as a sum of the GDP of controlled territories.

Current GDP Income= The percentage of your Total GDP Income that is not assigned to Sliders.

National GDP Reserve= This is your treasury. It's where the residual of your Total GDP Income (the Current GDP Income) spills into.

Global GDP Figure= Sum of the Current GDP Income of all player countries, divided by the number of countries (both player and NPC).

Overall Global GDP Potential= The Sum of GDP income of every territory, divided by the number of territories. This figure stays constant throughout the game.





The UN and International Actions: (Additions will follow)

The UN represents all the players and the GMs. They have a compulsory meeting every four years, or 48 turns. A Premature Meeting can also be called by a country if it has a UN Talks Ticket. Tickets have a set price equal to the Global GDP Figure, divided by the cube root of that Figure. Each country raises money for tickets passively by way of it's Foreign Support Slider. There is not other way to gain Tickets. Tickets have a Global cooldown of 24 turns.
Difference between UN Talks and a Premature Meeting:
UN Talks can have several subjects, while a Premature Meeting called by a Ticket can have only one subject. Tickets cannot be used for Disarmament talks.

UN Subjects:

- Disarmament: A Required Subject, cannot be Passed. Each player can make 3 proposals for the amount of disarmament in each sphere- Infantry, Armored, Navy, Air and Nuclear Weapons.

- Agreements: This is a chance for countries to establish official relations with each other. Can be either a Military Protection Alliance, a Military Support Agreement or an Economic Agreement.

= When a Military Protection Alliance is signed, each player made privy is required to assist the others should they be attacked by another player. Players in such agreements may also construct Military Bases on the territory of other involved countries. Failure to act will result in geopolitical fallout and break off the country in question from the agreement. Attacking a country when in a MPA with it, results in breaking off from the agreement and geopolitical fallout with the possibility for "Fettering" if hostile actions are not stopped within a time set by the UN Council (the GMs).

= When a Military Support Agreement is signed, players made privy are required to support each other during conflicts, but must discuss it between each other before starting one. Players may also move Military Units freely within territories of included nations. Failure to act according to an MSA results in the country no-longer being privy to the agreement (unless the "Queen's Charm" ability is used) and suffering geopolitical fallout. Attacking another country without consolidating with members of an MSA results in the breaking off from the agreement and geopolitical fallout with the possibility of "Fettering" if hostile actions are not stopped within a time set by the UN Council (the GMs).

= When an Economic Agreement is signed, players made privy gain a boost in Total GDP income equal to the Current GDP of the others in the agreement, divided by the cube root of that value. Hostile actions between players in an EA results in the breaking off from the agreement and geopolitical fallout. Economic Agreements can also have for their subject one or more Strategic Resources. When a Strategic Resource is included, countries gain an additional GDP bonus (over the usual from an Economic Agreement) equal to 1/3 of the GDP bonus assigned to the Strategic Resource(s) involved.

-Matters At Hand: This is the general term for all other issues raised during UN Talks. These can be the assignment of Embargoes, geopolitical fallout, actions of "Fettering" etc. Countries can plead on such actions but it's for the UN Council to decide.

UN Council Actions:

The UN Council consists of the GMs. Every time a UN Meeting is in order, they discuss between themselves the assignment of geopolitical fallout, Embargoes and possible "Fettering" actions.

- Geopolitical Fallout: This is when a country is deemed a persona non grata in the eyes of the UN. When this is in effect, settings assigned to the Foreign Support of that country will have a quarter of their normal effect until the end of the fallout period. Period is set as a dice roll of a 48-sided die, making the maximum duration of a fallout four years. The UN Council has 3 rolls of the die and can only choose rolls higher than 12, making the minimum of 1 year.

- Embargoes: Embargoes can only be set on countries with a Geopolitical Fallout effect. A country with an Embargo cannot sign Economic Agreements and suffers a decreased Total GDP income. Decrease is equal to the cube root of it's Total GDP income as a percentage. Duration of embargoes is determined by a dice roll of a 24-sided die, making the maximum of two years.

-"Fettering" Action: This is by far the most severe action of the UN. When a country is deemed to be "Fettered", all it's Military Units are required to be moved back to its' home territory and cannot be moved anywhere on the map (even within player-owned territory). Military Production is prohibited. The country is also no longer accepted into UN Meetings and therefore has no say in global matters. Duration of this action is set by way of a dice roll of an eight-sided die. 1 and 3 equal 12 turns (one year); 2 and 4 equal 24 turns (two years); 5 and 7 equal 36 turns (three years); 6 and 8 equal 48 turns (four years).





Military and Strategic Movements:

I'm implementing Movement Tokens, which represents how many separate actions a unit can make until it's regarded as 'spent' and needs to wait for them to replenish at a rate of 1 Token per turn. Movement and Attack actions are regarded as two different actions.
Example:
If a Unit is ordered to Attack another Unit that is three territories from it, it will spend 3 Tokens to move to target unit and whatever it's Attack costs (say 2 Tokens) over that, totaling in 5 Tokens spent.

There are five spheres that come under Military- Infantry Units, Armored Units, Naval Units and Air Units, and Nuclear Weapons. Each Unit is represented by a single six-sided die.

-Infantry Units are the common soldiers. They have 4 Movement Tokens and can only initiate actions on land. They can only Attack when all four are available and all four are spent upon initializing an Attack. They can only move to an adjacent territory and must confront any hostile forces before they can continue their move into that territory.
=Special Ability: Ambush. Infantry Units can be set to Ambush when attacking, giving them an extra dice roll. Toggle ability. Cost of 1 Token.

-Armored Units are Tanks and other armored vehicles. They have 6 Movement Tokens and can only initiate actions on land. An Attack costs them 4 Tokens. They can "Carry" one Infantry Unit each, at the expense of 1 Token, setting them as having a total of 5 Movement Tokens while "Carrying". Armored Units can move through adjacent territories to the next territory, unless the adjacent territory is occupied by a hostile unit.
=Special Ability: Artillery Barrage. Can be used only against Infantry Units. There is a dice roll and if won, the target of the ability looses all its remaining Movement Tokens. Ability costs 2 Tokens.

-Naval Units represent ships, includes submarines, destroyers and carriers. They can move only on sea. They have 6 Movement Tokens. A Naval Unit can "Carry" one Air Unit and either one Infantry or Armored Unit at no expense. An attack costs them 3 Tokens They can directly attack only other Naval Units but will also function as a "Base" for Air Units.
=Special Ability: Submarine Strike. Can be used only when in a Navy and against another Navy. There is a dice roll. If won, the enemy Navy will only have 3/4s of it's dice available for its' next confrontation. If lost, the Navy looses 1/4 of its' Naval Units for the next confrontation. Costs 2 Tokens. Does not lead to a confrontation.

-Air Units are fighters, bombers and aerial troop transports. They can move over any territory but must return to a "Base" (Either an owned territory or a Naval Unit) after each action. They have 10 Movement Tokens. Movement costs them 1 token per each territory they pass over (return trip not counted). Air Units can "Carry" a single Armored Unit at the expense of 3 Tokens (leaving an overall of 7 Tokens for Movement) or two Infantry Units at the expense of 2 Tokens (leaving an overall of 8 Tokens). Cannot be issued an Attack action if set as "Carrying". Attacks cost 2 Tokens. Each Unit can only Attack single Units.
=Special Ability: Bombing Run. Can be ordered only when Unit is part of an Army or Navy and before a confrontation with another Army or Navy. There is a dice roll where only the dice representing the Air Unit(s) are used. If won, the target can only count dice that fall on odd numbers during the confrontation. If lost, Air Units used for the ability do not participate in the confrontation and their dice count is negated. Costs 3 Tokens.

This is it for unit types. An Army or Navy is any stack of Units consisting of: At least 4 and no more than 10 Armored Units, for Armies; At least 4 and no more than 10 Naval Units for Navies. An Army or navy has a total of 6 Movement Tokens to be used for either Movement or a Directed Attack. A Directed Attack is where the whole of the Army/Navy engages. A Directed Attack costs 3 of an Army/Navy's Tokens. Only Naval and Air Units can be part of a Naval Attack.
Abilities that require an Army of Navy have their cost deducted from the Army/Navy Tokens.

Unit Pricing:

Each Unit has a Default Market Price set to it that has to be paid for the Unit to enter production. This price is taken out of a player's GDP Reserve (treasury) when the unit is queued. The Default Production Time for all Units at a Military Slider Setting of 10% (the lowest possible for Military Production to be active) is 9 turns, no matter the Unit.

Default Pricing and Production time:

Infantry Unit- 10 GDP.
Production time per Military Slider Setting:
10%- 9 turns.
20%- 7 turns.
30%- 6 turns.
40%- 6 turns.
50%- 5 turns.
60%- 5 turns.
70%- 3 turns.
80%- 3 turns.
90%- 1 turn.
100%- 1 turn.

Armored Unit- 30 GDP.
Production time per Military Slider Setting:
10%- 9 turns.
20%- 8 turns.
30%- 7 turns.
40%- 7 turns.
50%- 5 turns.
60%- 5 turns.
70%- 4 turns.
80%- 4 turns.
90%- 3 turns.
100%- 1 turn.

Air Unit- 30 GDP.
Production time per Military Slider Setting:
10%- 9 turns.
20%- 8 turns.
30%- 7 turns.
40%- 7 turns.
50%- 5 turns.
60%- 5 turns.
70%- 4 turns.
80%- 4 turns.
90%- 3 turns.
100%- 1 turn.

Naval Unit- 50 GDP
Production time per Military Slider Setting:
10%- 9 turns.
20%- 8 turns.
30%- 8 turns.
40%- 7 turns.
50%- 5 turns.
60%- 5 turns.
70%- 5 turns.
80%- 5 turns.
90%- 5 turns.
100%- 3 turns.


The Default Market Price can be influenced by the use of nation-specific abilities. Units refund for half their current Price (regardless what they were purchased for). When required to disarm Units as an effect of a UN Meeting, players receive no direct refund but the total refund value of their Disarmed Units goes to their Foreign Support pot.



The Nuclear Sphere- Weapons and Nuke Cap

The Nuclear Missile Concept:
The basic idea is that Nuclear Missiles will be directly linked to each country's Armament. There will be however a Nuke Cap in that a country will not be able to make more than 10 Nukes. Meaning you get to make only 10 Nukes. You make 1, you can only make 9 more. You launch it, you still got only 9 that you are able to make. You can only make a Nuke if you meet the Armament Level requirement for your next Nuke.

Your Armament Level is determined by how many Military Units you hold. Therefore it can go up and down. The concept is simple- the more Military Units you produce and hold, the higher your Armament Level gets, the more Nukes (up to a total of 10) you can make.

Of course, there's a down side to making your Armament Level too high, and to making 'too many' Nukes.

Short-term, by rising your Armament Level higher than accepted by the UN, you risk being deemed an Instigator and given geopolitical fallout. Furthermore, raising your Armament Level makes your population more unruly as they begin to feel the need for an outlet of all the buildup (think Cuban Crisis and the later years of the Cold War). This means you'll have to deduct more towards your Domestic Slider for it to have the same effect.

Long-term, each new Nuke brought on the theater, moves the 'Doomsday Clock' closer to Midnight. Once Midnight comes along, all present Agreements get nullified and UN Meetings are no longer possible due to the international tension between nations. The Doomsday Clock does not go back, even if Nukes get Disarmed (via Disarmament Negotiations).

Nuclear Missile Construction
As I've said above, a Nuke can only be constructed if you've reached the relevant Armament Level. A Nuke takes 12 turns to construct. The construction cost of a Nuke is not a set price however. When constructing a Nuke, ALL your Current GDP Income goes towards the construction effort, meaning you get no income for the 12 turns of construction. You still have your Total GDP income which is fed into your Sliders, however, instead of the residual (the Current GDP Income) going into your Reserve (treasury), it goes to the Nuke construction funding.

Effects of Nuclear Missiles
I've already listed what effect constructing a Nuke would have, now- for the effects of launching one.

Nuclear Fallout- When a nation is hit with a Nuke, it gets a Nuclear Fallout effect on every territory affected by the blast. This effect does several things:
- The Nuclear Blast affects the Target territory. All surrounding adjacent territories are affected by Nuclear Fallout.
- The GDP income of the Target and affected territories becomes it's negative value (so say if it was 10 GDP, it becomes -10 GDP). Effects last four years (48 turns).
- Any Military Units in the target territory get destroyed. Military Units in the affected territories cannot move for the next 9 turns and gain a "Sickness" debuff, lessening their strength by one die for the next 9 turns. Any Units that enter the affected territories get the same debuff. The Target territory is rendered impassible.
- Even if not entirely affected (territory-wise), a nation's Domestic factor gets screwed. A setting of 90% on the Domestic Slider will be automatically set to treat radiation sickness, rebuild and generally fund the relief effort. Any setting below that will spring a Rebellion within the next 3 turns.
- After 12 turns, the nuclear fallout from the blast begins to eat at the nation's Total GDP Income, lessening it by the cube root of it's current value every 3 turns. This lasts 36 turns (the remaining 3 years).
- When 48 turns have passed, the affected territories return to normal. The Target territory however, looses it's GDP income permanently. Even if it's a player home country (the territories set as 100 GDP).

Launching a Nuclear Missile does not come without it's repercussions for the player that's eager enough to push the button however. Whoever launches a Nuke without provocation or proper conduct, these are the effects awarded:

Aggressor Status- Upon launching a Nuke, a player is given the Aggressor Status. There are several effects that come along with the title:
- The player is immediately written off the UN charter. He will no longer be accepted in UN Meetings.
- An indefinite Embargo is set on the player.
- The player is immediately written off any Agreements (MPAs, MSAs and EAs) he's part of and will no longer be capable of entering in Official relations with any country (as this requires participation in UN Meetings).
- His Domestic Slider will be automatically set to 70% to counter unrest from the part of the population that does not support the concept of Nuclear War. A setting below that will spring a Revolt within the next 4 turns.
- Any Bismarkian Agreements made by the player are revealed.


---------------------------------------------------------------------------------------------------------------

This is pretty much all I have for now... There's stuff that's still undergoing some work (like the implementation of more sophisticated tactics than the Risk system) but that will take time.
As I've stated- help will be appreciated. You can come up with anything! Pick a nation that hasn't been done off the list and make up 2 abilities- one long-term (24-turn CD), one short term (6-turn CD); one passive and a military trait. NOT THAT HARD (but they need to be well thought over and balanced)...



Last edited by The Joker on Wed May 16, 2012 5:34 pm; edited 1 time in total
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Scott
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyTue May 15, 2012 9:23 pm

I should make up a region and their proxie's natural resources zones for you guys... >.>
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyTue May 15, 2012 9:32 pm

Scott wrote:
I should make up a region and their proxie's natural resources zones for you guys... >.>

We're not using any resources spare the GDP...

But I have been thinking about adding a Research Slider that's gonna augment your military as it goes up...
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyTue May 15, 2012 9:35 pm

What about technological advancements? Like space and such.
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyTue May 15, 2012 9:53 pm

The Joker wrote:
Scott wrote:
I should make up a region and their proxie's natural resources zones for you guys... >.>

We're not using any resources spare the GDP...

But I have been thinking about adding a Research Slider that's gonna augment your military as it goes up...

Well any interest I had in this was just vaped by yer comment... Wat
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyWed May 16, 2012 5:28 am

Scott wrote:
The Joker wrote:
Scott wrote:
I should make up a region and their proxie's natural resources zones for you guys... >.>

We're not using any resources spare the GDP...

But I have been thinking about adding a Research Slider that's gonna augment your military as it goes up...

Well any interest I had in this was just vaped by yer comment... Wat

Why?
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyWed May 16, 2012 7:47 am

The Joker wrote:
Scott wrote:
The Joker wrote:
Scott wrote:
I should make up a region and their proxie's natural resources zones for you guys... >.>

We're not using any resources spare the GDP...

But I have been thinking about adding a Research Slider that's gonna augment your military as it goes up...

Well any interest I had in this was just vaped by yer comment... Wat

Why?

I'll let you ponder that... yer smart...
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyWed May 16, 2012 9:29 am

Scott wrote:
The Joker wrote:
Scott wrote:


Well any interest I had in this was just vaped by yer comment... Wat

Why?

I'll let you ponder that... yer smart...

There's gonna be 'Strategic Resources' (Oil, Gas, Coal, Uranuim etc.) which are gonna be the subject of the Economic Agreements, but the GDP will be the unified currency that you spend for stuff...
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyWed May 16, 2012 12:19 pm

The Joker wrote:
Scott wrote:
The Joker wrote:
Scott wrote:


Well any interest I had in this was just vaped by yer comment... Wat

Why?

I'll let you ponder that... yer smart...

There's gonna be 'Strategic Resources' (Oil, Gas, Coal, Uranuim etc.) which are gonna be the subject of the Economic Agreements, but the GDP will be the unified currency that you spend for stuff...

WORDS! WORDS EVERYWHUR!
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PostSubject: Re: Forum Game (Setting Up)   Forum Game (Setting Up) - Page 4 EmptyWed May 16, 2012 1:37 pm

Scott wrote:
The Joker wrote:
Scott wrote:


I'll let you ponder that... yer smart...

There's gonna be 'Strategic Resources' (Oil, Gas, Coal, Uranuim etc.) which are gonna be the subject of the Economic Agreements, but the GDP will be the unified currency that you spend for stuff...

WORDS! WORDS EVERYWHUR!

Burp.

I\'m not crazy

I dun know...


It's actually really straightforward when you put your mind to it...
I'm not using any more 'words' (by which I guess you mean terms) than your average turn-based RTS... Only difference is that I need to explain everything and how it would work due to the lack of visual aids...

But you are welcome to help me out with the map... Your PS skills are far greater than mine...
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