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Caesarowitz

Game system for a geo-RPG

Jul 30th, 2014
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  1. [QUOTE=Vault boy;5417053][I]A century has passed. Nations have come and gone...
  2. In the year 2000, a meteor arrived a bit too early for mankind, dealing a deadly blow to civilization. After eight months of darkness, four years of lousy weather, famines, and ecological disasters, and many decades of civil unrest, warlordism, disease and poverty set back mankind's advancement for some time.
  3. Now, it is the year 2100. After struggling with the times, many nations, some coming from the old world remnants, while others are new and struggling with creating their own identity, have arrived onto this world. What role will these new nations play on this world?[/I]
  4. [Note: Disregard any inconsistency on the scenario above and just go with it]
  5.  
  6. [B][SIZE="5"]Rules:[/SIZE][/B]
  7.  
  8. [SIZE="4"]General:[/SIZE]
  9. +Anyone can create up to two countries. However, at the end the player will only pick one to play with. I will take control of non-playable countries by making basic decisions and other kinds of diplomacy caused by the RNG.
  10. +This will play out more like a
  11. +I'll use a RNG in a spreadsheet application to roll out results from random events.
  12. +Turns last a year. Updates shall be done once every 4-5 days.
  13. +The game "starts" in January 1, 2100.
  14. +Any non-resolved issue shall be dictated by me.
  15. +Moderators are wanted. Preferably with some experience beforehand.
  16. +We shall use this thread to post up claims and to patch up inconsistencies with the rules.
  17.  
  18. [SIZE="4"]Expansion[/SIZE]
  19. +Your nation will start with 15 provinces. And for the sake of simplicity, we will ignore most of the Pacific Atolls, with archipelagos in other parts of the world counting as a single province each archipelago.
  20. +You can claim up to Five adjacent provinces per turn. If you can afford it, you can claim another up to three more, at the cost of 3 Credits each.
  21. +Each held province will provide you 1 Credit every turn. However, for every tech team you will gain 1 extra credit, and your capital will provide you 2 credits. You can also earn more credits based off from random events.
  22. +Suit yourself if you want to make your country based off some faction from a videogame or book. A good example was the [URL="http://www.alternatehistory.com/discussion/showpost.php?p=5256675&postcount=86"]Brotherhood of Nod in IAH2[/URL]. So, say you want to do the Brotherhood of Steel, it's fine with me, but it's not my problem how you will mesh it in the context of a quasi-post apocaliptic setting. Just don't put ponies or MLP-related stuff here, because I'll point you out to the door, and a repeated offence will grant you the right to get circle-kicked in the nuts (or its female equivalent if valid).
  23. +Don't try to pull off any kind of gamey stuff, like throwing appendage-like extensions on your country in an attempt to do some kind of encirclement or enlargement. .
  24. [SIZE="3"]+[URL="http://www.mediafire.com/i/?cff2y5dw8ifgwom"]Here's the blank map. Download this one to make your territorial claims[/URL]:[/SIZE] It is a Mediafire link. Click on the "Download Image" link below the preview to fetch the picture. BTW, I recommend you to use Paint.Net, GIMP, or Photoshop, as MSpaint can be a bit problematic when handling this huge-ass picture.
  25. ++Map preview:
  26. [IMG]http://i.imgur.com/CI48K.jpg[/IMG]
  27.  
  28. [SIZE="4"]Research[/SIZE]
  29. +All players are to keep track of their own technological progress
  30. +All countries start roughly in a 1950'ish level of technology. The Apocolapse has more or less thrown back all kinds of technological progress, due to the fact that after the apocalipse, some technologies had to be scrapped. Though, you can have a few cosmetic differences for your armies, like having them attired as NCR soldiers from FNV and such.
  31. +You will start with a single tech team, which will have a single area of expertise. Also, you will get a second research team after you pay up for the creation of a new one, and when you research 70-80's electronic devices.
  32. +You can use a single team up to three times in a row. Afterwards, you must either let them rest for a turn, or your tech team will take more time to achieve the next project (normally, a 50% more time than the usual time it would take it to finish researching the next one in tow)
  33. +Establishing another tech team will cost 48 credits.
  34. +If your number of tech teams is [I]n[/I], you can put to work [I]n-1[/I] tech teams at once.
  35. +It is possible to exchange tech blueprints to help another country speed up its research. The use of the blueprints consists on making the research both cheaper and faster, by making the research last as 75% as it would normally have.
  36. +It will take a tier 0 tech to finish research up to 6 turns. Subsequent techs will need ([n*6]-[n+1])/2 the amount of turns needed (Tier 1: 5; Tier 2: 7; Tier 3:10; Tier 4: 11; Tier 5: 12; Tier 6: 14...)
  37. +Each tech will cost (3*n)-1 credits (n being the tech tier; tier 0 shall cost 1 credits).
  38. +If 2 countries are in a military alliance, they can do a research project together.
  39. +The space technologies are locked out until turn 12.
  40. +Your research team's first research project is free!
  41. [SIZE="3"]+Here are the tech trees:[/SIZE]
  42. [SIZE="2"][I]++Computing and Civil Services: [url]http://i.imgur.com/XCbge.png[/url]
  43. ++Energy and Space: [url]http://i.imgur.com/3c1bz.png[/url]
  44. ++Land Warfare technologies: [url]http://i.imgur.com/OC5aC.png[/url]
  45. ++Aerial Warfare technologies: [url]http://i.imgur.com/XU2m1.png[/url]
  46. ++Naval warfare technologies: [url]http://i.imgur.com/aPw3w.png[/url][/I][/SIZE]
  47.  
  48. [SIZE="4"]Armies: Costs and uses:[/SIZE]
  49. +[I]Infantry division[/I]: 4 Credits. (Can traverse one region per turn. Used to attack and occupy regions. 2k men-at-arms)
  50. +[I]Tank division[/I]: 10 Credits. (Can traverse up to three regions per turn. Used to flank enemies or to increase the region's defense. 50 tanks)
  51. +[I]Transport trucks[/I]: 4 Credits. (Enables an infantry division to traverse up to six regions per turn. A division of this contains enough to provide for all of them.)
  52. +[I]Artillery division[/I]: 6 Credits (Lowers offense/defense power. Must be attached to an infantry division)
  53. +[I]Rotary-wing squadron[/I]: 8 Credits (Engages ground forces; effective against tanks.)
  54. +[I]Fighter squadron[/I]: 8 Credits (Engages aircraft; can't engage ground targets. Has a range of 3 regions, 1 at sea)
  55. +[I]Bomber squadron[/I]: 10 Credits (Engages ground forces; reduces defensive power. Has a range of 3 regions, 1 at sea)
  56. +[I]UCAV wing[/I]: 7 Credits (Engages ground forces; adds +2 to the attack power of infantry/tanks/rotor)
  57. +[I]Transport fleet[/I]: 4 Credits (Used to haul 1 army/tank/truck division across the sea)
  58. +[I]Submarine[/I]: 6 Credits (Can engage only enemies at sea, good against destroyers and transports)
  59. +[I]Frigate[/I]: 6 Credits (Can engage enemies at sea. Good against submarines)
  60. +[I]Destroyer[/I]: 8 Credits (Can engage enemies at sea except submarines. Good against frigates)
  61. +[I]PT boat[/I]: 5 Credits (Can engage aerial enemies at sea. Upgrades along with the Frigates)
  62. +[I]Aircraft Carrier[/I]: 14 Credits (Can attack territories up to 3 areas away from the coast, with some exceptions. It is extremely vulnerable, however, to any kind of attack).
  63. +Upgrading an unit shall cost 1 credit.
  64. +Ships cannot be upgraded. However, they can be dismantled, and you'll gain a refund. This refund will be: total cost of the ship -2.
  65. [I]Addendum[/I]: You are encouraged to name your boats and divisions.
  66. +You will start with 4 infantry divisions, 1 rotor-wing squadron, 1 frigate and 1 transport ship.
  67. +1 transport ship can carry 1 infantry division, or 1 tank division, 1 truck division or 1 rotor-wing squadron.
  68. +1 aircraft carrier can carry a fighter/bomber/UCAV wing.
  69. +Combat shall be done also by RNG. Upgrades will increase the minimum attack/defense power by +5.
  70. +You can build up to 1 unit for every 10 provinces you control at the beginning of the turn. For example, if you start your turn with 23 provinces, you can make 2 units; if you start with 49 provinces, you can make up to 4 units, and so on.
  71.  
  72. [SIZE="4"]Government:[/SIZE]
  73. +Suit yourself with whatever form of government you want.
  74. +Revolution will occur if the Government RNG is a bitch for four consecutive turns (that is, getting numbers below 20). In that case, you'll get either a civil war, a brief coup d'Γ©tat, a vote of no confidence towards the current heads of state and government, depending on what the RNG throws up.
  75. +Each turn, 5 different criterions will be thrown a roll: Economy, Research, Government, Diplomacy, Military.
  76.  
  77. [SIZE="4"]Espionage:[/SIZE]
  78. +Espionage attempts can be done against any of the rolls above (those being Economy, Research, Government, Diplomacy, Military), and these are done to influence another country into having a lower RNG roll output in a determined area. Be wary that there's a:
  79. ++33% it goes okay, and the RNG output will come out 15 points lower than it should.
  80. ++33% it doesn't go as planned, but the attempt is carried on. The RNG output comes 4 points lower than it should, and may cause some trouble between the country that did the espionage mission and the victim.
  81. ++33% it is discovered. No effect, and repercussions will ensue.
  82.  
  83. [SIZE="4"]Mods:[/SIZE]
  84. God-mod: Myself (Vault Boy)
  85. NPC mod: Myself until someone else volunteers
  86. War mod: [open]
  87. Tech mod: [open]
  88. Espionage: [open][/QUOTE]
  89.  
  90.  
  91. [QUOTE=Vault boy;5417054][b]Flag[/b]
  92. [b]Coat of Arms[/b] (Optional)
  93. [b]Official name:[/b] The country's name in its constitution and official documents
  94. [b]Other names:[/b] Other names your country may have outside the official form. For example, a shortened form of the name, native name, et al.
  95. [b]Government type:[/b] self-explaining
  96. [b]Government Staff:[/b]List up your Head of State, Head of Government (if applies)
  97. [b]National Values:[/b] Values that will define the actions, and which will make them more likely to pick certain reforms and to relate or tolerate other country's actions. Similar as how the GCR had Freedom and Social Justice as its national values and acted according to them. You must pick two of the following values: Industrialism, Freedom, Security, Social Justice, Order, Traditionalism, Militarism, Pacifism, Mercantilism.
  98. [b]Currency:[/b] Your currency name and a three-letter denomination for it. i.e.: Peso Bajacaliforniano (BCP)
  99. [b]Language:[/b] [u]Underscore the official Language[/u], and the other languages spoken by minorities should be listed here
  100. [b]Culture:[/b] [u]Underscore the country's primary culture[/u]. List other minority cultures.
  101. [b]Capital city:[/b] Your country's capital city.
  102. [b]Other important cities:[/b] Other important cities. Write at least three cities. One may be added for every four provinces added.
  103. [b]Population:[/b]
  104. [b]Armed Forces:[/b]
  105. +Army: You will start with four army groups.
  106. +Air Force: You will start with a single rotorwing group.
  107. +Navy: You will start with a single PT boat and a transport ship. If you end up landlocked, you can negotiate the use of a port to allow them to moor your navy, or you can keep them mothballed until you reach access to the sea. Or if you happen to be near a wide and deep riverway, you can moor your navy there, like Paraguay did OTL.
  108. [b]Tech Teams:[/b] Tech teams shall be listed on the following format: Name of Tech Team, Area of specialty. For more information, please consult the "Research" section on the rules.
  109. [b]History[/b]: The history of your country
  110. [b]Map:[/b]
  111.  
  112.  
  113.  
  114. Now, about National values:
  115. Industrialism: Favours research and military capability. Decent economy, but somewhat lacking in negotiation power.
  116. Militarism: Favours a large army. Decent negotiation and research capabilties However, it lacks economic power.
  117. Mercantilism: Favours economic development and research, and decent negotiation capabilities, but they not to have a strong army.
  118. Pacifism: Favours negotiation, and may get a strong economy. However, they have very small military capabilities and lack incentives for research.
  119. Traditionalism: Favours a strong military and a strong economy. Their negotiation and research is a bit lacking, however.
  120.  
  121. Freedom: "The government can only do X, Y and Z, and any further is an affront to my citizenship."
  122. Social Justice: "The government must provide me X, Y and Z, but it's not much of a bother if they provide me with U,V or W. Anything more will tell me that something's wrong."
  123. Security: "The government can do X,Y and Z. If they do U,V, and W, well, what can be done. Hey, wait a minute... isn't that the secret police?"
  124. Order: "The government must provide me with X,Y and Z. If I don't want it, I will have it forced down mine throat or shoved up mine [foul word witheld]."[/QUOTE]
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