GM Josh - Lost Empire
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GM Josh - Lost Empire
Ok, I think the INI is now working...
Here is my newest game, stirred from my crazy head. It will be an X-game. The main point is to make this a flat out Economic battle for most of the game. I think the rules I've put in place will make this a fairly long game, quite possibly reaching 30 turns. Here goes...
Each player will start out with a single province consisting of 20 armies, at level 1.000. Their Starting EFF will be 75, and they will have no wood.
Players will not be allowed to upgrade troops until:
Tech Level 5 - Archers available
Tech Level 10 - Knights available
Tech Level 15 - Catapults available
The map will not contain any Cities on it. At Tech Level 10, players will be able to build a city by increasing the DEF of a province to 6.0. At that point the province will become a city. The map will not display what provinces are cities however. In the event that the DEF of the city drops below 4.0, the city will be destroyed (Revert back to a normal province).
Creatures will become available when TL 15 is reached. In order to produce a Creature the player must own a city in the creatures preferred terrain.
I'm still open to any other suggestions that players have. I want to make it so that there is always a next step that the players can reach; which I think is somewhat acheived by making Catapults only available at TL 15. Only a few times have I seen a player in a game I've run reach this.
http://people.msoe.edu/~jorgensj/group9.html
Map Background:
The map is an outline of an artists conception of the lost city of Atlantis that I saw in a documentary about Atlantis on The Discovery Channel. The main island consists of irrigated square plains that the civilization rellied on for food, surrounded mostly by mountains on all sides. In the middle of the southern portion of the island is the City of Atlantis. The shape and design of the city are what intrigue most searchers. The city consists of 3 distinct circles seperated by water ways used for the transportation of goods. The water way running through the middle connects directly to the ocean (whatever ocean or major body of water that was).
GM Josh
Here is my newest game, stirred from my crazy head. It will be an X-game. The main point is to make this a flat out Economic battle for most of the game. I think the rules I've put in place will make this a fairly long game, quite possibly reaching 30 turns. Here goes...
Each player will start out with a single province consisting of 20 armies, at level 1.000. Their Starting EFF will be 75, and they will have no wood.
Players will not be allowed to upgrade troops until:
Tech Level 5 - Archers available
Tech Level 10 - Knights available
Tech Level 15 - Catapults available
The map will not contain any Cities on it. At Tech Level 10, players will be able to build a city by increasing the DEF of a province to 6.0. At that point the province will become a city. The map will not display what provinces are cities however. In the event that the DEF of the city drops below 4.0, the city will be destroyed (Revert back to a normal province).
Creatures will become available when TL 15 is reached. In order to produce a Creature the player must own a city in the creatures preferred terrain.
I'm still open to any other suggestions that players have. I want to make it so that there is always a next step that the players can reach; which I think is somewhat acheived by making Catapults only available at TL 15. Only a few times have I seen a player in a game I've run reach this.
http://people.msoe.edu/~jorgensj/group9.html
Map Background:
The map is an outline of an artists conception of the lost city of Atlantis that I saw in a documentary about Atlantis on The Discovery Channel. The main island consists of irrigated square plains that the civilization rellied on for food, surrounded mostly by mountains on all sides. In the middle of the southern portion of the island is the City of Atlantis. The shape and design of the city are what intrigue most searchers. The city consists of 3 distinct circles seperated by water ways used for the transportation of goods. The water way running through the middle connects directly to the ocean (whatever ocean or major body of water that was).
GM Josh
The scars remind us that the past is real.
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Well, I don't see how this game would be longer than usual. The resource distribution is frankly crap. The way the map is set up, if you start in the city, you almost have to go to war early to be able to access that wood in the wilderness when you need it. Upgraded units are SO critical it's hard to win without wood; and whlie they may be delayed here they will still be a big factor. I ended up in an early war in Vegas for the same reasons; no access to wood. This map creates the same issue, which will spur conflict. The other side of the coin is if you start out in the wilderness, you have zero access to corn, even more critical. The end result? Likely war, again, as you try to grab some farmland. There's just no even resource distribution on the map, that will cause plenty of conflict. Not necessarily a bad thing in and of itself, it's just not in line with your goals as I understand them.
The other thing I am pretty skeptical about is the city creation. 6.0 DEF is a LOT. If you do the math, with 8 WOK to 0.1 point of DEF (ya I had to look that up), then you would need 80 workers just to raise one province 1 point in DEF. Carrying that further, then you'd need to dedicate 80*5= 400 worker-hours just to get a city, assuming the DEF starts at 1.0. That's a pretty obscene amount of worker-hours, especially when they have so many other things to do.
I'd reduce the city-creation to a DEF of 4.0, with it being destroyed at less than 2.0, if I were you. That way you might actually SEE some cities, if players are willing to put in those 200 worker-hours, which I think is more likely. I'd also scotch the map and redo it so there's more even resource distribution if you really want a longer game; otherwise I doubt it will be.
It's very dififcult to create a economy-focused WOK game. My X-Game, Trade Wars, was probably the closest I have come and it still ended up being the folks with the most land won. It's just the nature of the beast, I think.
The other thing I am pretty skeptical about is the city creation. 6.0 DEF is a LOT. If you do the math, with 8 WOK to 0.1 point of DEF (ya I had to look that up), then you would need 80 workers just to raise one province 1 point in DEF. Carrying that further, then you'd need to dedicate 80*5= 400 worker-hours just to get a city, assuming the DEF starts at 1.0. That's a pretty obscene amount of worker-hours, especially when they have so many other things to do.
I'd reduce the city-creation to a DEF of 4.0, with it being destroyed at less than 2.0, if I were you. That way you might actually SEE some cities, if players are willing to put in those 200 worker-hours, which I think is more likely. I'd also scotch the map and redo it so there's more even resource distribution if you really want a longer game; otherwise I doubt it will be.
It's very dififcult to create a economy-focused WOK game. My X-Game, Trade Wars, was probably the closest I have come and it still ended up being the folks with the most land won. It's just the nature of the beast, I think.
"A Knight is sworn to valor, his heart knows only virtue, his blade defends the helpless, his might upholds the weak, his word speaks only truth, his wrath outdoes the wicked."
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I guess I didn't mention it in the first post but I had decided to have all players start outside of the city. I was also debating on having everyone start in a forest/mountain province. This is very possible and I don't think it causes too much crowding on the outside as it's pretty big.
My initial thought about the DEF of a city was actually 4.0. But when I thought about it a player could gain a city in 2 turns (1.5ish DEF with 120 WOK for 2 turns puts it at 4.5). My goal in placing it at 6.0 was to make it necessary to devote 3 turns to it.
The starting lvl of the players armies was also lowered in order to discourage early flat out fighting.
The Resource distribution doesn't phase me at all. It requires players to play several different strategies which is a goal of mine. I myself was somewhat skeptical about The Wanderer game that is running now, but the number of strategies being played is quite amusing to watch. And from the players I've talked to, most are enjoying the game. I like putting players in stressing positions and seeing how they come out of it. Being this is a WOK 5 game all players will be advanced and will be able to overcome many difficulties.
GM Josh
My initial thought about the DEF of a city was actually 4.0. But when I thought about it a player could gain a city in 2 turns (1.5ish DEF with 120 WOK for 2 turns puts it at 4.5). My goal in placing it at 6.0 was to make it necessary to devote 3 turns to it.
The starting lvl of the players armies was also lowered in order to discourage early flat out fighting.
The Resource distribution doesn't phase me at all. It requires players to play several different strategies which is a goal of mine. I myself was somewhat skeptical about The Wanderer game that is running now, but the number of strategies being played is quite amusing to watch. And from the players I've talked to, most are enjoying the game. I like putting players in stressing positions and seeing how they come out of it. Being this is a WOK 5 game all players will be advanced and will be able to overcome many difficulties.
GM Josh
The scars remind us that the past is real.
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C'mon now... it's been a week and a half and I only have 5 sign-ups so far.
I am going to get rid of the starting army part of the game. Players will start with normal armies at the normal level. This is about the only thing that I can see changing that anyone has mentioned. If anyone sees anything that could meke it more appealing let me know. And sign up already.
Donut
I am going to get rid of the starting army part of the game. Players will start with normal armies at the normal level. This is about the only thing that I can see changing that anyone has mentioned. If anyone sees anything that could meke it more appealing let me know. And sign up already.
Donut
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Raw has been losing his touch with age, I think, you probably don't have anything to worry about UD.Underdog wrote:But I don't like Raw. I think we should call upon Ecrivian to replace MM. I don't like having neighbors that are better than I am at this game.
"A Knight is sworn to valor, his heart knows only virtue, his blade defends the helpless, his might upholds the weak, his word speaks only truth, his wrath outdoes the wicked."
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I would like Ecrivian to take a place next to me on the map also .Dameon wrote:Raw has been losing his touch with age, I think, you probably don't have anything to worry about UD.Underdog wrote:But I don't like Raw. I think we should call upon Ecrivian to replace MM. I don't like having neighbors that are better than I am at this game.
As for age.....I am now old and not as wise as I used to be. I have also always been bad at WOK 5, so don't worry about me UnderwearDog.
It's not fast unless its got a fart can.