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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: c1d5002bdef6207⋯.png (10.52 MB,6000x3000,2:1,Map.png)

4ad58c No.46324

In this world we know that empires rise and fall. Every society has collapsed and it's assumed that every society will collapse, be it in 10 years or 10,000. On a far off, Earth-like world, there are a people free of this cynicism. Only knowing the wilds until now. They are seeing the blossoming of civilization only now. Only now are they taking their stone tools to the resources around them, creating a budding society. You are their leaders.

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name: (what your civilization goes by)

colour: (marks the map)

culture: (fluff)

starting position: (where on the map you want to start)

pop: (if your pop cap is greater than last turns pop, add your pop growth (rounded to the nearest second decimal)) 5

pop cap: ((outposts * 5) + (towns * 20) + (cities * 50)) 50

pop growth: (hygeine and medicine tech increase your pop growth while negative hunger will reduce it) 1.25

food: (determined by the amount of outpost, cities, and towns there are as well as agricultural tech and food resources) 10

hunger: (food + economy - population) 6

happiness: (Happiness of your people. Ranges from -10 to +10. Can lead to revolts which can lead to coups. Can also lead to bonuses on all rolls) 0

outposts/towns/cities: (outposts are the only ones that can be built from scratch, can be upgraded later. Building an outpost and upgrading them requires one time economy cost) player named capital (city)

buildings: (requires one time economy cost. May require certain techs) player named capitol building

public works: (public works have a name and 2 numbers associated with them. The first is the amount of happiness it provides, the second is how much it costs)

defences: (bonuses your outposts, towns, and cities get when being attacked)

army: (the amount of dice you roll for land combat. Can't be higher than 50% of pop) 1

army strength: (the bonus from your highest army tech. The type of dice you roll for combat) d1

army speed: (the distance your armies can travel in one turn when not travelling along a feature that boosts or hinders movement speed) 100

army expenditure: (the cost of maintaining your current army) 1

navy: (the amount of dice you roll for naval combat. Can't be higher than 50% of pop)

navy strength: (the bonus from the highest naval tech. The type of dice you roll for combat)

navy speed: (the distance your navies can travel in one turn when not travelling along a feature that boosts or hinders movement speed)

navy expenditure: (the cost of maintaining your current navy)

tech: Wooden spears (d1), Stone tools, Animal skin clothing, Animal skin huts, very basic crop farming, very basic animal husbandry

resources: (three types, Food, Luxury, Industrial) [one of each type to be determined by fluff and starting position]

taxes: (increasing taxes can lead to unhappiness. Decreasing taxes can lead to happiness) 10

trade power: (amount of resources + players passively trading with)

expenditure: (cost of military + public works - taxes) -9

economy: (economy of previous turn - expenditure + trade power) 10

traded resources: (requires you to be passively trading with a player who owns the traded resources. Can increase food, happiness, and building materials)

passive trading: (a list of other players you are passively trading with)

———————————————————-

____________________________
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

4ad58c No.46325

Starting Bonus: when you are statted, your stats may be slightly different to every other player. You may begin with an extra resource or more tech. You may begin with another building or more units. This may effect other stats such as military expenditure. All starting bonuses are based off of your fluff

Tech: You cannot skip techs. For example, if you wish to develop a long ship, you must first develop both canvas and sailing.

Features: Forest/Jungle - defending from a forest or jungle, when the attacking player is not in a forest or jungle, gives you an extra dice roll on your combat.

River - defending from the other side of a river provides you with an extra dice roll on your combat. This stacks with the forest/jungle bonus. Rivers provide you with double movement speed if you have any watercraft tech. Rivers halve the required roll to upgrade an outpost or town.

Swamp/Marsh/Desert - swamps, marsh, and desert reduce your movement speed to half unless you are traveling by river.

Mountains - mountains reduce your movement speed to half however, if you are attacking or defending from a mountain when the opposing player isn't, you gain an extra combat dice roll.

Combat: Your combat roll dice is listed under your military strength stat (either army strength or navy strength). The amount of combat rolls you get is listed under the military stats (either army or navy). Your militaries are displayed on the map as small flags. If your military can travel to where you wish to attack or defend in a single turn (determined by army speed or navy speed), you can use those militaries to attack or defend. Distance is measured from the base of the flag. You may split your militaries to attack or defend as many times in one turn as you have militaries.

Rolling: We're using the Nimble Mechanic once again, which means you have unlimited actions per turn but every action you you make increases the needed roll for a success by 10. For example, if you roll 2 dice, you need to roll a 20 or higher to succeed. If you roll 3, you need to roll 30 or higher. Combat rolls go in a separate post to your regular actions however you must post how many battles you're fighting in your main post because they increase the needed roll to succeed by 5 each. You do not need to roll to initiate combat.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

1c48f0 No.46387

File: e037e2d1c7d92f1⋯.png (10.55 MB,6000x3000,2:1,map.png)

>name: Arrensol

>color: pink

>culture: Aroqqa is a small fishing village built on a great monolith overlooking a river delta. For generations they've enjoyed a simple life, hauling up fish from the river to their acropolis.

>pop: 5

>pop cap: ((outposts * 5) + (towns * 20) + (cities * 50)) 50

>pop growth: 1.25

>food: 10

>hunger: 6

>happiness: 0

>outposts/towns/cities:

Aroqqa (capital)

>buildings:

>public works:

>defences:

>army: 1

>army strength: d1

>army speed: 100

>army expenditure: 1

>navy:

>navy strength:

>navy speed:

>navy expenditure:

>tech: Wooden spears (d1), Stone tools, Animal skin clothing, Animal skin huts, very basic crop farming, very >basic animal husbandry

>resources:

taxes: 10

trade power:

expenditure: -9

economy: 10

traded resources:

passive trading:

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.



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