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Kloreep

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of the pillow
Jun 2002 time: 00:26
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quote: Originally posted by Trip
So again, are people interested in this? Obviously we'd need someone to run it, but I don't think I could do that... |
This was the main problem with the SPDG version...
For those who weren't in the SPDG: The $Mini-game was a game where you bought tiles within Apolytonia's cultural borders (from the government to start, but you could trade/buy/sell tiles with other players as well) and sold shields/gold/food for money. You could use the money to buy more land, buy shields for buildings, turn the three base civ commodities into more valuable ones using said buildings, hire labor (required for those previous two), etc.
However, because it was so tile-based, the game got more and more complex and GF (the last person to run the game) soon got overwhelmed - and this was just in part of the Apolyton Empire! So, if we do have some sort of tycoon game, one lesson is NOT TO BASE IT ON TILES OR ANYTHING ELSE THAT WILL BALLOON IN QUANTITY AS THE GAME GOES ON. Otherwise, the GM will be overwhelmed.
Of course, without tiles, it's hard to think of a game that could truly me based on the real Civ game; income/research/the treasury are too predictable by looking at our long-term plans for there to be some sort of money investment or betting game. I'm fresh out of ideas... anyone else have any?
Edit: Okay, I have a general idea forming now... rather than basing the game on rural tile production, focus on in-city distribution and markets somehow. The load on whoever manages the game would grow much slower this way. But I dunno about actual game mechanics... any ideas?
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Trip
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Hunt Valley
Apr 2002 time: 00:26
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Okay, Kloreep and I have been trying to work out some sort of scheme to things here, and this is a summary of what we have so far (subject to revision):
At the start of the game, each player has 0 cash (sorry). They can take a loan from the government to buy tiles, which produce things for the owner. For a while these loans won't accumulate interest, but later they will start to, if you hold onto the loan for too long. While you have a loan, you cannot buy new tiles until your loan is paid off. At the start of the game, an auction is held for each tile currently within our borders, and the more valuable tiles usually go for more money. I think we had the default values for each tile to be $200 per food it offers, $150 for shields, and $175 for commerce. For multiples of a resource, the value goes up by $25. So a tile with 2 food and 1 shield would cost $575 (200 + 225 + 150).
The resources which can be produced are food, shields and commerce (directly from the tile). After a certain point, resources have to be stockpiled in buildings (for storage). Each resource has a certain use. Food is used to feed serfs and soldiers, shields are used to build buildings, etc. and commerce is used to pay laborers and soldiers.
Additionally, each of these resources can be sold based upon supply/demand. The supply is what the players are currently willing to offer, and the demand is determined by which tiles are being worked by our cities. So, for example, if 5 food is being offered by the players, and 5 is being used by the cities, then the ratio is 1:1, and the food will sell for the default price ($100 I believe). However, if there's a surplus of goods, then the value will decrease. So if there's 10 food being offered, and 5 being used, the default price will be $50. The food that is actually sold will be based upon who will sell it for the least (similar to an auction).
Over time, as the amount of resources each player holds increases, buildings must be built to store them. This costs shields and labor, which can either be using your serfs (which cost food), or paid laborers (which costs commerce).
Each player will have a "manor," which is basically where they play from. This is where all resources are stored, and will provide 1 serf which you can use. Serfs only cost food when you use them (the rest of the time they're making food for themselves). Serfs cost food all the time. Kloreep and I were debating on having a manor provide 1 food, 1 shield and 1 commerce by default, but this may be too powerful.
Additionally, each player can (and should) have soldiers. We're still working out how this might work, but basically soldiers will cost food and commerce every turn (whether you use them or not), and will defend your lands from enemies, and can be used to attack neighbors. Soldiers cost more depending upon how many units our nation as a whole has. Going to war with a neighbor you can destroy their crops and fields and mines and stuff, but you can never take their land (would be too easy to defeat new players).
Protecting your lands is important, because enemy soldiers and barbarians can come by and do bad things to them. When a barbarian or enemy soldier goes into a tile, it will instantly produce nothing, and if they go to your manor, some of your resources will be stolen/taken/burned/whatever.
All rules are being formed as we speak, so feel free to add in. 
Last edited by Trip on 14-03-2003 at 04:44
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All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
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