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summercat

Dawn of Worlds 2 - more detailed outline

Aug 7th, 2016
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  1.  
  2. Players - The Gods of this World
  3. -PowerPoints #The power available to a player to impact the world with an action. Taking actions requires spending powerpoints.
  4. -Domains (Fire,Water,Earth,Air,Chaos,Order,Life,Death,Magic,Technology,Nature,Industry, etc)
  5. -Religions #list of all religions that worship this player/god
  6. -Presence #weighted value of worshiping pops, active religious orders, living avatars, monuments, sacred places, etc
  7. -Avatars #The avatars that this god has.
  8. -Created Races #races this god has created. Includes subraces made from other God's races.
  9. -Invested #The number of points this player has spent thus far
  10.  
  11. Avatars - Bridges between Gods and the Earth
  12. -Name
  13. -Owner #The God whose avatar this is
  14. -Type #The type of Avatar. Avatars can be Objects like Trees or Boulders, Individuals such as an Angel or Empowered Mortal, or a Bloodline within a created race. This determines the cost to make an avatar, what actions are available to it, and what those actions cost, PowerPoint wise.
  15. -Location #Where the avatar is located. Objects cannot move.
  16. -Health #Avatars can be hurt, damaged, and destroyed.
  17.  
  18. Territory: A single hex
  19. -Terrain. Terrain_ID. One of (Grassland, Forest, Plains, Hills, Mountains, Coast, Lake, Ocean)
  20. -Features. Terrain_Featuers_ID. Rivers, caves, etc.
  21. -Climate. Dict. Opposites are switches(ie Temp=0,1,2 for normal, hot, cold) (Hot, Cold, Rainy, Dry, Foggy, Windy, Calm Winds)
  22. -Resource. Resource_ID. One of [List of resource types, includes food]
  23. -Forage Cap. INT. The food output that can be done via foraging. Used for pops without farming or supplementary to farming/trade.
  24. -Pops. List of POP_ID. List of Pop objects that are at this location.
  25. -Aggregate_Tech. List of technologies, a weighted aggregate of all present pop's tech.
  26. -City. None or City_ID. If it contains a city, list the city ID here.
  27. -Control. None or Order_ID. If it is controlled by a State or Order, list it here. Otherwise, None.
  28. -Buildings. None or List of Building_IDs. Buildings would be forts, factories, towers, monuments, etc.
  29. -Roads. None or List of Road_IDs. Roads always go through the center of a hex. This includes bridges.
  30. -Units. List of individual units present at this location.
  31. -Armies. List of armies present at this location.
  32. -Market. An ID stating which market the hex is part of, if any. This is part of the Dynamic Market/Trade system, is regenerated on each turn.
  33.  
  34. Terrain: The geography of a hex
  35. -Name
  36. -Potential_Resources #What types of raw resources can be found in this type of terrain
  37. -Base_Forage #the base forage level for this type of terrain
  38.  
  39. Climate: The Climate of a hex
  40. -Name
  41. -Potential_Resource_Modifier #alters the list of potential resources
  42. -Base_Forage_Modifier #alters the base forage level further
  43.  
  44. Features: Additional features of a hex
  45. -Name
  46. -Potential_Resource_Modifier
  47. -Base_Forage_Modifier
  48. -Special_Impact #Features can give an additional impact, such as rivers, ponds, caves, etc.
  49.  
  50. Resources: What the world is made of and makes
  51. -Name
  52. -Type #food, intermediate, low_civil, high_civil, low_military, high_military, construction, etc
  53. -Makes #All the goods that can be made from this good. None for Final goods
  54. -Made_From #The goods used to make this good. None for Raw goods.
  55.  
  56.  
  57. Race: The physical characteristics of a Pop.
  58. -Name
  59. -Phenotype
  60. -Growth_Speed
  61. -Need_Modifiers #mainly food intake
  62. -Want_Modifiers #Probably nothing
  63. -STR/DEX/CON/INT/WIS/CHA type stats
  64. -Individual_Size (small/med/large)
  65. -Racial Boons #bonuses not covered elsewhere
  66. -Racial Banes #penalties not covered elsewhere
  67. -Parent Race #If this race is a subrace, this is the parent race
  68. -Subrace #If this race has a subrace, they are listed here.
  69. -Closely Related Races #All subraces of the parent race
  70. -Distantly Related Races #all other races with common ancestor.
  71.  
  72. Culture: The mental and cultural characteristics of a pop.
  73. -Name
  74. -Ethics Type (Warfare|Pacifist, Communal|Individual, Xenophobe|Xenophile, Magical|Mundane, Industry|Nature - pick two?)
  75. -Vitality #Int, how much a culture can grow before starting to stagnate or break apart
  76. -Splinter_of #If the culture splintered off from an older culture, this is the parent.
  77. -Splinters #If a culture has fragmented, here are the fragments
  78. -Class_Jobs (job types by 'class', lower, middle, upper)
  79. -Class_Needs (class need modifiers)
  80. -Class_Wants (class want modifiers)
  81.  
  82. Religion: The faith of a pop.
  83. -Name
  84. -Player #Which player this religion worships
  85. -Domains (Fire,Water,Earth,Air,Chaos,Order,Life,Death,Magic,Technology,Nature,Industry, etc) - based off Player's domains)
  86. -Organization #How cohesive/organized a religion is. Organized religions require more buildings/pops/infrastructure but get more done.
  87. -Tension #How easy a schism can occur, making a sub-religion.
  88. -Schismatic of #If the religion was formed as a schism from another religion, this is that parent.
  89. -Schismatics from #If a religion has had a schism, these are the schismatics
  90. -Religion_Group #all religions that have the same ancestor religion
  91.  
  92. Jobs: The work of a pop.
  93. #Jobs are really a function
  94. -Raw Resource Laborers (Maybe split Farmers/Food production out for cultures that venerate farmers?)
  95. -Manufacturing Laborers #Works in factories
  96. -Craftsmen #Turning raw goods into other goods by hand
  97. -Teachers #Help maintain and grow technology in a territory/city
  98. -Supervisors #Help increase production rates for resources/factories
  99. -Nobles #help run Orders and States
  100. -Merchants #enhance trade and decrease want/need good consumption, pay taxes to States
  101. -Clergy #spread and enhance their religion
  102. -Bards #spread and enhance their culture. And slight bonus to pop growth. Freakin Bards.
  103. #No Military pops, units are recruited from all of them.
  104.  
  105. Pops: A unit of population with the same job, class, race, culture, and religion.
  106. -Race. An ID saying what race this pop is. *Immutable in most circumstances
  107. -Culture. An ID saying which culture this pop belongs to.
  108. -Religion. An ID saying what religion (and ultimately player) this pop belongs to.
  109. -Job. An ID saying what type of job this pop performs.
  110. -Size. INT, saying how big the pop is.
  111. -Needs. Generated Needs for a pop, based on Job, Culture, and Race. Food, clothing, basic goods. Needed for pop growth.Needs get filled before wants.
  112. -Wants. Generated Wants similar to Needs. Luxury items, needed for tech growth and loyalty.
  113. -Basic_Tech. List/Dict, techs by category, with INT values for progress.
  114. -Supporting_Unit. If a POP is supporting a unit, this is the ID of that Unit. Portion of pop size goes to Unit, replenishes losses.
  115. -Order_Membership. If a POP is supporting an Order, this is the ID of that Order. This relates to Order strength/presence.
  116. -Loyalty_to_State. If a POP is in a State, this is how loyal it is to that State. This is impacted by the Race/Culture/Religion defaults of the State, and laws.
  117.  
  118. Orders: How pops organize and develop
  119. -Name
  120. -Type (State, Military, Religious, Trade, Manufacturing, Science, Magic, Criminal, etc) #Different broad categories of Orders
  121. -Supporting Pops #List of all the pops that are supporting this order
  122. -Religion #If not None, then what religion this Order is part of or dominated by
  123. -Buildings #What buildings that this Order owns
  124. -Territory #What territories this Order controls
  125. -Cities_In #What cities this Order is present in
  126. -Cities_Controlled #what cities this Order controls
  127. -Founding Race/Culture #The race/culture that founded this order.
  128. -Culture #The dominant culture of the Order
  129. -Race #The dominant race of the Order
  130. -Laws #If a State, what laws are in place
  131. -Wealth #the wealth of an order. Based on the wealth of the pops supporting it and its own resources such as buildings and territory.
  132. -Units #what units the Order controls
  133. -Armies #what armies the Order controls
  134. -Resources #what resources the Order has stockpiled and out of the Market
  135. -Vitality #How much the Order can still grow before it stagnates
  136.  
  137. Buildings: Where the pops take shelter and work
  138. -Name
  139. -Location #Territory or City
  140. -Type #Civic, MIlitary, Religious, etc
  141. -Activity #What specifically the building does. Workshop/Factories produce goods, schools make it easier to teach, churches help with religion.
  142. -Order #If run by an Order, listed here
  143. -Status #Active, inactive, abandoned, disrepair, damaged, ruins
  144. -Advance #What Advance this Building is related to or helps express, if any.
  145.  
  146.  
  147. Cities: A center of trade, industry, research, and civilization.
  148. -Founding Race, Culture, Turn/Date, etc.
  149. -Name
  150. -Pops #Living within the city.
  151. -Buildings #Factories, temples, Order buildings, defensive, military, etc.
  152. -State #If it belongs to a state, here's the ID
  153. -Controller #If it's controlled by a state, or order, here's that ID
  154. -Location #Which territory_ID it's located in.
  155. -Market #Part of the Dynamic Market/Trade system
  156. -Aggregate_Tech #Weighted aggregate of present pops.
  157. -Units #Units present
  158. -Armies #Armies present
  159. -River_Access #If the city has access to a river, T|F
  160. -Coastal_Access #If the city has access to a coast, T|F
  161. -Resource_Storage #excess goods are stored in a city. Mainly food. Has a cap for each type. This is a dict.
  162. -Orders_Present #If an Order is present in the city, it's ID is in the list here.
  163. -Hinterland #All territories within a 2-hex range, by default part of the city's local market.
  164. -Vitality #How much the city can still grow and develop before it stagnates
  165. -Supported_Units #What units are based out of this city.
  166. -Advances #Applied technology that is unique to this city. Enhances the Aggregate_Technology for related purposes/calculations in addition to more specific bonuses.
  167.  
  168. Units: How Pops fight
  169. -Name
  170. -Type (Skirmish, Infantry, Cav, Archer, etc etc)
  171. -Pop #The pop that is supporting this unit
  172. -Size #how big the unit is
  173. -Location #Where it is
  174. -Upkeep (Needs and Wants)
  175. -In_Army (If not None, then Army ID)
  176. -City_Based_In #The city the Unit is based out of, if any. This determines what Advances are available to the unit.
  177. -Other stats to be determined depending upon combat system. If Warpath is used, then DnD-eque. If GURPS is used, then slightly different.
  178.  
  179. Armies: How Pops perform war
  180. -Name
  181. -Units #Units in the army
  182. -Leader #If it has a leader. Individual-type Avatars can lead an army.
  183. -Summed up Stats from combined Units, TBD upon combat system
  184.  
  185. Markets: How people trade
  186. -Territories #the territories part of this market
  187. -Cities #cities part of this market
  188. -Supply #sum of production + storage of all goods
  189. -Demand #sum of consumption of all goods
  190.  
  191. How markets are determined:
  192.  
  193. Each populated hex has access to all goods any adjacent populated hex has access to, including neighbors not in common. This combined pool of resources is called a Market. Cities may access resources from any populated hex in it's Hinterland, a 2-hex wide ring around the territory the city is located in (as well as the hex it's in!). They also may build trade routes to distant hexes, causing these hexes to be treated as if they were adjacent to the city, for Market purposes. The maximum length of this trade route depends upon the appropriate Aggregate_Technology.
  194.  
  195. Market connections can be disrupted, by warfare, intentional action of Orders, or by a State closing trade (Which means no hexes not controlled by the State can trade with hexes controlled by the State)
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