Realm Management System for Moment of Truth
Sept 23, 2018 12:18:06 GMT -8
Post by Zaszamonde on Sept 23, 2018 12:18:06 GMT -8
I'm moving the discussion of a realm management system for Moment of Truth from the larger Chikadō thread. My current thoughts are four "characteristics" that establish the basics of the land before the lords take it over. Players will roll on a table that will set some basic terrain and populate the values. These stats are:
The different terrains to roll or choose are:
If a terrain is rolled twice, just think of it as larger. Roll mountains twice? Instead of one big mountain, maybe you now have a range. Two coasts? Maybe you're on a peninsula. Three times? An island!
I'm open to more terrain ideas and any balancing suggestions. Right now, each terrain has three characteristics and each characteristic adds to 6 if you get one of each terrain.
After the roll, each player gets a single point to add to any characteristic they so wish.
Next, we calculate construction points. These are two characteristics summed together. At first generation, players have 4x the points to spend. Players get more points every season (maybe year). The point pools are:
Let me know what you think!
Next, I'll figure out the domain improvements and their cost.
- Fields - A measurement of raw agricultural value. Farmers self-organized in a Anarcho-Syndicalist commune, perhaps taking
turns to act as a sort of executive officer for the week. - Trade - A measurement of basic trade including convenient crossroads, ports, etc. Dread it. Run from it. Merchants still arrive.
- Population - How many people live in the domain. Because apparently you need peasants to do things. Bloody peasants.
- Defense - How defensible the terrain is. Mountains, forests, hills all make it hard to invade. Because turtling in a medieval world is a legitimate strategy
The different terrains to roll or choose are:
- Mountains - Defense +3
- Valley - Fields +2, Defense +1
- Hills - Fields +1, Population +1, Defense +1
- Forest - Trade+1, Population +1, Defense +1
- Plains - Fields +2, Population +1
- River - Fields +1, Trade +2
- Coast - Trade +2, Population +1
- City - Trade +1, Population +2
I'm open to more terrain ideas and any balancing suggestions. Right now, each terrain has three characteristics and each characteristic adds to 6 if you get one of each terrain.
After the roll, each player gets a single point to add to any characteristic they so wish.
Next, we calculate construction points. These are two characteristics summed together. At first generation, players have 4x the points to spend. Players get more points every season (maybe year). The point pools are:
- Military = Defense + Population
- Production = Fields + Trade
- Infrastructure = Population +Trade
- Fortifications = Fields + Defense
Let me know what you think!
Next, I'll figure out the domain improvements and their cost.