I cribbed some of the following from another BoP introduction here. Hopefully it's still at least potentially playable after the changes I've made:
ACTIONS
Actions must be PM'ed to the host (me). Targets must be specified or they didn't happen. You do not have to publicly announce actions in the thread. You do not have to tell the truth about your actions. Unsuccessful covert actions may or may not be reported in the news. From time to time, players may get optional special event actions PM'ed to them.
Action limit: 5 per turn
Action list:
Set up rebel movement in country - 50 energy, 100 resources
Military aid to country/rebels (improves relations) - 25 energy, 50 resources
Assassination attempt - 10 energy, 90 resources, specify target and motive
Economic sabotage - 10 energy, 30 resources
Destabilize country - 10 energy, 30 resources
Frame country/rebels - 25 energy, 50 resources
Bomb country - 50 resources, must have air units capable of reaching target, a Battleship/Aircraft Carrier in range, or ground-targeting satellites/spacecraft, additional cost of 10 energy per unit assigned.
Influence country/rebels - 20 resources
Economic Investments/Political Reforms/Prestige Projects - 100+ resources (units of 100), specify project type, energy cost per turn is 100
Deploy units/Invade territory - 1 resources and 5 energy per unit per turn
Infiltrate country/rebels - 90 resources, 10 energy
Fund counter-espionage - 50 resources, 10 energy
Conduct investigation - 50 resources, result will be PM'ed to you
Propaganda campaign - 10 resources and 20 energy a go, can be done in your country or other countries. Specify intent, target, location, etc.
Build Energy/Resources facility - See below, specify location by placing the symbols as detailed.
Build up to 50 units - In addition to their Cost, building up to 50 units costs one Action, with additional chunks of 50 costing one Action each.
ENERGY AND RESOURCES
Each faction gets a certain amount of energy and resources per turn, depending on the territory held, and mines and power plants under the faction's control. Resources are the building blocks of your faction, and can be acquired via mining or trade. Resources once acquired can either be spent immediately or rolled over into the next turn. Energy on the other hand must be spent in the turn it was generated. However, if factions are connected with HVDC cables, any energy leftover in one can be traded to the other. All Energy/Resources facilities are represented by specific symbols on the map where relevant.
NOTE: Each additional facility in a territory (or in orbit) will cost an additional 20e+10r. This is cumulative.
Ubiquitous photovoltaics
Build Cost: 60 energy, 30 resources (per territory, once only)
Production per turn: 30 energy
Energy islands
Build Cost: 100 energy, 25 resources, ocean only
Production per turn: 50 energy
Orbital solar station
Build Cost: 300 energy, 50 resources (+20 energy to weaponise)
Production per turn: 100 energy
Nuclear fission plant
Build Cost: 200 energy, 30 resources
Production per turn: 100 energy, 10 resources
Induced Gamma Emission (IGE) reactor
Build Cost: 400 energy, 30 resources
Production per turn: 150 energy, 10 resources if fission plants present
Inertial Confinement Fusion (ICF) plant
Build Cost: 600 energy, 50 resources
Production per turn: 200 energy
Magnetic Confinement Fusion (MCF) plant
Build Cost: 750 energy, 100 resources
Production per turn: 250 energy, faction's first plant enables torch-ship construction
Antimatter Plant
Build Cost: 1500 energy, 100 resources, requires trade with Mercury
Production per turn: 500 energy
HVDC cable
Build Cost: 90 energy, 10 resources
Production per turn: 30 energy per turn per cable to each faction connected, allows Energy exchange between connected factions
Superdeep Borehole Mine
Build Cost: 20 energy, 100 resources
Production per turn: 50 resources, 10 energy
Ocean Floor Mining Operation
Build Cost: 40 energy, 250 resources
Production per turn: 100 resources, 20 energy
Asteroid Mining Operation
Build Cost: 100 energy, 500 resources
Production per turn: 250 resources, 50 energy
MANUFACTURING
At the start of the game, all factions are assumed to have adequate manufacturing capabilities, although a major offensive will still require some tooling-up. Major facilities can be lost or damaged and will need to be replaced or repaired as necessary.
PROJECTS
Projects are large-scale activities designed to accomplish a singular goal - whether artistic, civic, or scientific. Especially ambitious projects may involve the input of the best and brightest that a polity can produce. Projects are costly in resources, but offer considerable benefits both tangible and intangible to those who build them.
Megaship
Tech Level: 14
Construction Cost: 100e+10r per turn
Total Cost: 200e+20r
Effects: A Megaship is a mobile city on the oceans, designed to hold no less than 100,000 people at any one time, including 40,000 full time residents and 20,000 permanent crew, with the rest as passengers and visitors. Acting as gigantic seabound ambassadors for the faction that builds them, these 1500-metre vessels slowly circumnavigate the globe every three years, stopping not only at major ports but also at many islands accessible only by sea.
Space Fountain
Tech Level: 15
Construction Cost: 100e+15r per turn
Total Cost: 500e+75r
Effects: A space fountain uses a continuous stream of electromagnetically accelerated metal pellets to hold up a full-sized, fully-equipped space station of 40 tons or more at almost any altitude, using the same basic physical principles that a water fountain uses to suspend a plastic ball at the top of its vertical jet of water. Structures can be electromagnetically attached at any point along the stream, creating a tower into space. This high vantage point provides the benefit of halving the Cost of all spacecraft and orbital facilities.
Solar Megaplant
Tech Level: 14
Construction Cost: 100e+20r per turn
Total Cost: 500e+100r
Effects: If a faction has large areas of desert or other relatively empty and sunny areas in its territory, then they have the option of constructing this, which when completed will provide 500 energy per turn.
Space Elevator
Tech Level: 16
Construction Cost: 100e+30r per turn
Total Cost: 1000e+300r
Effects: Space elevators greatly reduce the cost of getting into orbit, quartering the Cost of all spacecraft and orbital facilities. They can only be built on the equator.
Extraterrestrial Colony (Solar system)
Tech Level: 15
Construction Cost: 200e+100r per turn
Total Cost: 2000e+1000r
Effects: This establishes a colony on a body of the player's choice, which upon completion provides an extra 1000 Energy and 500 Resources per turn to that player's faction. In addition, as soon as construction begins the faction gains a presence in whatever part of the solar system the colony is in, from which they can deploy units etc. Players must specify which body and if possible, the location of the colony on the body.
Extraterrestrial Settlement
Tech Level: 14
Construction Cost: 200e+100r per turn
Total Cost: 1000e+500r
Effects: Establishes a settlement on an unclaimed territory, which once completed will provide an extra 100 Energy and 50 Resources per turn.
LINK TO IMAGE
Extrasolar Colonising Torchship
Tech Level: 15
Construction Cost: 200e+100r per turn
Total Cost: 1000e+500r
Effects: This constructs a torchship capable of crossing interstellar distances safely and establishing a self-sustaining colony at the end of the voyage. Once completed, the torchship can be sent to a star system of the player's choice to establish a colony there. Players are warned that especially long journeys may exceed the duration of a natural human lifespan (circa 120 years), and in such cases they will likely have to remember to account for that.
Transoceanic Maglev Tube
Tech Level: 16
Construction Cost: 100e+100r per turn
Total Cost: 1000e+1000r
Effects: What better way to extend the hand of friendship across the briny deeps? There are certainly few such obvious ways of showing a commitment to global progress. Anything that can fit on board will move faster than any ship with an Atomic Hydrojet, but without the exposure of air travel.
Terraformation of Mars
Tech Level: 15
Construction Cost: 100e+200r per turn
Total Cost: 2000e+4000r
Effects: The transformation of Mars into something more Earthlike is a profound change that would greatly simplify operations on its surface for terran-adapted factions, who benefit from a four-fold increase in Energy and Resource production per turn once terraformation is complete.
Terraformation of Venus
Tech Level: 16
Construction Cost: 200e+400r per turn
Total Cost: 4000e+8000r
Effects: More so than Mars, Venus has the potential to become a second Earth, however it is a more expensive and challenging undertaking. Like Mars successful terraformation provides a four-fold increase in Energy and Resource production per turn for terran-adapted factions.
Skylight Paraterraforming
Tech Level: 17
Construction Cost: 100e+100r per turn
Total Cost: 500e+500r
Effects: Most solid planetary bodies in the Solar system lack sufficient mass to retain an Earthlike atmosphere. Skylight technology solves this problem by covering the planetary body with a transparent roof, held up by atmospheric pressure. This decentralised and technologically self-sustaining construct triples Energy and Resource acquisition per turn.
As you can tell, it's not finished, but it's a start. I'll be adding more info and pictures. Comments and criticism welcome.
Strategic Game Mechanics
Moderator: NoXion
Re: Strategic Game Mechanics
Looks interesting. Might look into it after reading some more into the universe. It would be nice to see more pure "resource" production facilities, unless energy is the big thing here.
I also wonder what could be considered a "turn". Maybe every RL day or so we can make our actions to you and you decide the story? There would be a huge gap in time and action, but then we could do RP stuff like we usually do. This way, there is no chance of someone trying to godmod *cough*youknowwhopeoplewhoplay01WorldKamin*cough* because we use finite resources to make finite actions, which will convert to hard results and facts.
Damn, I like this idea already. Only problem is the commitment people need to have.
I also wonder what could be considered a "turn". Maybe every RL day or so we can make our actions to you and you decide the story? There would be a huge gap in time and action, but then we could do RP stuff like we usually do. This way, there is no chance of someone trying to godmod *cough*youknowwhopeoplewhoplay01WorldKamin*cough* because we use finite resources to make finite actions, which will convert to hard results and facts.
Damn, I like this idea already. Only problem is the commitment people need to have.
Computers are like Old Testament gods; lots of rules and no mercy.
-Joseph Campbell
-Joseph Campbell
- Le Socialiste
- Posts: 209
- Joined: Fri Dec 09, 2011 10:19 pm
- Location: All Over
Re: Strategic Game Mechanics
The game already has a following on Revleft, so as long as those currently playing transfer over we shouldn't have a problem.Heretic wrote:Damn, I like this idea already. Only problem is the commitment people need to have.
Re: Strategic Game Mechanics
One game turn represents one year of time in-universe. Before having to move, we were getting a turn done every Wednesday and Sunday, so about two years of game time passes every real-life week.Heretic wrote:Looks interesting. Might look into it after reading some more into the universe. It would be nice to see more pure "resource" production facilities, unless energy is the big thing here.
I also wonder what could be considered a "turn". Maybe every RL day or so we can make our actions to you and you decide the story? There would be a huge gap in time and action, but then we could do RP stuff like we usually do. This way, there is no chance of someone trying to godmod *cough*youknowwhopeoplewhoplay01WorldKamin*cough* because we use finite resources to make finite actions, which will convert to hard results and facts.
Damn, I like this idea already. Only problem is the commitment people need to have.
Re: Strategic Game Mechanics
Will we at O1 be expecting more RevLeft forumers?
Computers are like Old Testament gods; lots of rules and no mercy.
-Joseph Campbell
-Joseph Campbell
Re: Strategic Game Mechanics
I'm hoping that at least all the current players manage to turn up. I asked Siege and he said it was OK.Heretic wrote:Will we at O1 be expecting more RevLeft forumers?
Re: Strategic Game Mechanics
Bumping so I don't have to search for it again down below.
Computers are like Old Testament gods; lots of rules and no mercy.
-Joseph Campbell
-Joseph Campbell
Re: Strategic Game Mechanics
I'd sticky the thread if I could remember how.Heretic wrote:Bumping so I don't have to search for it again down below.
Re: Strategic Game Mechanics
Stickied it for ya. Service on the house!
"Nick Fury. Old-school cold warrior. The original black ops hardcase. Long before I stepped off a C-130 at Da Nang, Fury and his team had set fire to half of Asia." - Frank Castle
For, now De Ruyter's topsails
Off naked Chatham show,
We dare not meet him with our fleet -
And this the Dutchmen know!
For, now De Ruyter's topsails
Off naked Chatham show,
We dare not meet him with our fleet -
And this the Dutchmen know!