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Thread: [forum game proposal] World Realism

  1. #1
    Agamemnon's Avatar Comes Limitis
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    Default [forum game proposal] World Realism

    Hey, I have a great idea for a forum game, called World Realism or WR.

    Required Info:

    Forum Title: World Realism
    Forum Subtitle: Create, Expand, and Rule your own nation!

    Forums within:
    • title: Information subtitle: Guides, Tutorials, and Announcements
    • title: Events subtitle: National and World Events, and Treaties
    • title: Campaigns subtitle: Wars, Expansions, and Annexations
    • title: Battles subtitle: Self-explanatory
    • title: Factions subtitle: Diplomacy and Information on Nations
    • title: NPC Nations subtitle: Diplomacy and Information on NPCs
    Local Mods: Agamemnon, Mik528
    Players Interested: Agamemnon, martin616, Mik528, Uber Patriot, jakev2, cooki3
    Game Proposal: WR is a forum game in which a time period and a map is selected by the host (typically 1-2 games run at once, so the host is usually a local mod), and then players post their factions on the map, along with a basic info overlay, on a first-come, first-serve basis. Factions do not need to be historical, but they must be realistic. For example, if it's 1300s AD, we don't want the USSR on the map. Typically, the mods will then tell the player their population for the area (again, being realistic, and taking balance into account), and the player then goes about making a thread for their nation's income, history, and other good information. The military system is a system where a basic unit type cost is multiplied by a quality level cost, and then by the number being recruited. Each week is 1 turn in WR. The battle system is a mixed dice roll/logic system, in which dice rolls tell the exact number of men lost, and the players/mods RP the battle.


    RULES: As the game is fairly old (at least 2 years), rules have already been written.

    Quote Originally Posted by Arthur VIII, Pendragon
    Peasant: 1$
    Militia: 2$
    --------------------------------Troops with Qualities below Watch cannot be fielded unless in defense of Nation
    Watch: 4$
    Recruit: 5$
    Soldier: 7$
    Professional: 10$
    Veteran: 12$
    Guard: 14$
    Elite: 18$
    Unit Types:
    Light Infantry: 2$
    Spearmen: 2$
    Pikemen: 4$
    Medium Infantry: 4$
    Heavy Infantry: 6$
    Archers: 4$
    Archer-Infantry Hybrid: 6$
    Light Cavalry: 12$
    Javelin Cavalry: 16$
    Horse Archers: 18$
    Heavy Cavalry: 28$
    Elephants: 50$
    Armoured Elephants: 80$
    Light Artillery (Ballistae etc): 40$
    Heavy Artillery (Catapult/Trebuchet): 75$

    SHIP TYPES
    Galley/light ship
    Cost - 1,000f
    Hull strength – 150
    Crew size/skill - 50/1
    Evasion + 10
    Warship/medium ship
    Cost - 4,000f
    Hull strength – 300
    Crew size/skill - 200/1
    Evasion 0
    Battleship/heavy ship
    Cost - 10,000f
    Hull strength – 600
    Crew size/skill - 500/1
    Evasion -10
    NAVY QUALITIES
    There will be less navy qialities, and the stat difference will be much more substantial.
    The qiualities aren't tiered, but rather reflect different strengths.
    Standard
    - default stats and cost
    Reinfoced
    x2 cost
    +150% hull strength
    -30 evasion
    Veteran
    x3 cost
    +1 crew skill
    +20 evasion
    Reinforced Veteran
    x4 cost
    +150%
    +1 crew skill
    -20 evasion
    FACTION UNIQUE UNITS
    only two per faction! say what you have and ill post it!
    Quote Originally Posted by Arthur VIII, Pendragon
    In previous WRs, the mercenary system was pointless. Plain and simple.
    I'm revising it, though, for this one.
    Because of the existence of unique units in this game, any catholic nation can sponsor a knightly order (and name it) that will allow other nations to recruit their unique unit. However, it comes at cost. Also, any non-catholic nation can sponsor mercenary bands, which are various forms of exotic, wandering troops, usually of high quality, and often also slighly weaker versions of a PCF's unique units.
    Knightly Order rules are as follows:
    Level 1: Fort
    Cost: 50,000 per turn (5,000 to the men, so the sponsor gets 45,000)
    Requirements: Not at war
    Allows: recruitment of one elite unit up to "recruit" level
    Level 2: Chapter House
    Cost: 80,000 per turn (10,000 to the men, sponsor gets 70,000)
    Requirements: trade
    Allows: one unique unit, up to "soldier" level
    Level 3: Major Chapter House
    Cost: 100,000 per turn (15,000 to the men, sponsor gets 85,000)
    Requirements: trade
    Allows: one unique unit up to professional
    Level 4: Knightly Headquarters
    Cost: 200,000 per turn (20,000 to the men, sponsor gets 180,000)
    Requirements: trade and alliance
    Allows: both unique units, any quality level

    ALSO: If you declare war on a country, and there are guilds in your land that belong to that country, especially if you have men from those guilds in your army, you can expect a revolt.

    Mercenaries:
    For the merc system, the basic levels are the same, but you build them in your own land, and nobody gets the cash (all to the mercs). Now, various bands of NPC mercs will arrive in different places at different times, it's my job to specify what you can recruit where per turn. So, if there's a roving band of Greek Fire-throwers wandering around Israel, and they arrive in Jerusalem, and there cooki built a merc HQ, then he can recruit a bunch of elite greek fire throwers (mercs will always number under 2,001 though, for balance). Get it?
    Quote Originally Posted by cooki3
    Regnum Britannia:
    Longbowmen (archers)
    + Deploy Stakes
    + Long Range and very trained
    + Armour peircing when needed
    - Slower than normal archers due to equipment
    - Not effective really against horse archers
    Legionarii (heavy infantry)
    + Disicplined and tough
    + Very armoured and have pilla
    + Form Testudo
    + Best Legionary troops
    - Slow due to equipment
    - Knights/Cataphracts do high damage to them
    - Bad in heat
    Byzantine Empire:
    Siphōnophoroi Dromones (ship)
    + Has greek fire and catapults like all other ships
    + Scares enemy
    + Very armoured and has a lot of marines onboard
    - Slow
    - Greek Fire can hurt nearby ships
    Siphōnophoroi Comitatensis (missle infantry)
    + Greek fire
    + Fast light infatry
    + Scares enemies
    + Can damage all armour and some structures
    - Not long range
    - Can hurt own allies
    - Not much ammo
    Crusader States:
    Hassasshin Assassins (light infantry)
    + Can hide pretty much anywhere
    + Very elite, fast, and stealthy
    + Trained from birth and would rather die than be captured
    + Scares many men
    - Not many in number
    - Not really helpful in large scale battles
    - Missles can hurt them
    Holy Cross of Jesus Christ (heavy infantry/morale booster)
    + Brings men to fight to the death
    + Armed with a good bodyguard (very elite knights)
    + Inspires troops and stops most routs
    - Doesn't do much fighting
    - If lost, a lot of bad things will happen in the Kingdom
    Seljuks:
    Sultan's Guard: (Heavy Cavalry/Horse Archer/Morale Booster)
    + Heavy Armoured
    + Elite
    + Effective at range and close combat
    - Slow for cavalry
    - Expensive to maintain
    - Horrid in rough terrain
    Nabudis:
    Nabudis Chevaliers
    +Finest Cavalry in Western Europe other than France
    +Devastating charge
    +Excellent in Melee
    + Their presence scares most
    -Slower moving than other cavalry, except in charge
    -Weaker against Spears(Doesn't mean they won't take down a decent amount of spears beforehand)
    Zenaga Berber Cavalry
    +Armed with Bow and Scimitar
    +Fast moving, but their armor is good against arrows
    +Capable of Cantabrian Circle
    +Good Morale
    -Weak in Melee
    - Light infantry/light cavalry can be their weakness
    -Not good in cold weather/closed terrain
    Scandinavian Empire
    Berserkers (Elite Medium Infantry) = 72,000 per 1000
    +Feared by all enemys.
    + Good at ambushes and in bad terrain
    +Raises armys spirits.
    -Defence against archers. Also not much armour. (Will easily be killed on there own against archers)
    -Don't always take comands from any lower than king.
    +/- Get angry VERY quickly, even against own units.
    Viking Pirate Ships (Heavy Veteran Warship) = 4,500 per boat
    +Experts at sea.
    +Very good at ambushes.
    +Feared throughout the sea.
    +CHEAP!
    -If ambushed tough to win.
    -Might go glory hunting (Chase enemy) rather than listen to orders.
    - Not as much technology on board
    Das Königreich von Köln:
    Sentinels of St. Boniface (Elite Pikemen)
    + Well disciplined (rarely rout/break formation)
    + Excellent in defence provided the flanks remain secure
    + Well armoured
    - Slow to manouvre
    - Bad on rough terrain
    Champions of St. Boniface (Elite Heavy Cavalry)
    + Powerful charge
    +/- Religious Zealots (Never ever flee, and sometimes charge into impossible situations)
    + Fairly fst moving
    - Tire quickly
    Quote Originally Posted by Arthur VIII, Pendragon
    As several people are confused on the economic system, I have decided to write it out.
    You get 1 more coin for each person. For example, if you have 10 mil pop, you have ten mil tax income. End of story.
    TRADE:
    Basically, I liked the old system of a mod saying that value of each thing, but honestly it doesn't work. So, instead this is how it'll work.
    Imports cost nothing.
    Exports give you 100,000 coins per export. If I sell tin, fish, and furs, and import marble, chickens, horses, and trees,then I get 300,000.
    It sounds like a lot, but with such huge populations as we're seeing, it's actually balanced.
    Quote Originally Posted by Arthur VIII, Pendragon
    WR battles were once all dice-roll, done by the moderator. However, this is very time consuming for the mod, and a proper RP is rarely present. So, here's a simple system that isn't very hard for the mod.
    First, if you want an invasion make a thread for it. PM me the time and place and your forces, and I'll make a battle thread.
    Post your starting orders. I'll post the NPC's orders.
    When the troops clash, I'll use dice rolls and logic to determine effects.
    You keep making tactical descisions until you win or lose.

    EXAMPLE:
    Nation A declares war on Nation B.
    Battle will be fought in august in flanders.
    Nation B defends.
    Nation A has 1,000 knights charge
    Nation B has 10,000 pikes charge.
    Same orders.
    Nation A charges.
    Nation B charges.
    Dice roll 25, charge kills 100 men.
    Dice roll 100, charge kills all.

    There's a quicky.
    Last edited by Agamemnon; September 10, 2011 at 07:24 PM.

  2. #2

    Default Re: [forum game proposal] World Realism

    Could you flesh this out a bit? Look at the detail in some of the other proposals for an idea of what I'm looking for.

  3. #3
    Agamemnon's Avatar Comes Limitis
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    Default Re: [forum game proposal] World Realism

    Well, the map changes from game-to-game, as well as the time period, and factions aren't preset, they are player-created. So, unless you want the 3 pages of military and economic rules, that's all I can give you.

  4. #4
    Tribunus
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    Default Re: [forum game proposal] World Realism

    Three pages of Military and Economic rules would be nice.

  5. #5

    Default Re: [forum game proposal] World Realism

    Quote Originally Posted by Agamemnon View Post
    Well, the map changes from game-to-game, as well as the time period, and factions aren't preset, they are player-created. So, unless you want the 3 pages of military and economic rules, that's all I can give you.
    I rather would since it will take ~2 hours for me to set up. Games that have already been thought out a bit and people have spent time on are more likely to succeed.

  6. #6
    Agamemnon's Avatar Comes Limitis
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    Default Re: [forum game proposal] World Realism

    Really? It will? I thought you could just go into the admin panel, and tell it to add the six forums... Well, then I will get them, they're in the OP.

  7. #7
    Tribunus
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    Default Re: [forum game proposal] World Realism

    I'd love to see the five pages of rules you have for this.

  8. #8

    Default Re: [forum game proposal] World Realism

    Quote Originally Posted by Agamemnon View Post
    Really? It will? I thought you could just go into the admin panel, and tell it to add the six forums... Well, then I will get them, they're in the OP.
    It takes quite a while to wait for the forums to create themselves after I punch in the right info, its because TWC is so big

  9. #9
    Agamemnon's Avatar Comes Limitis
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    Default Re: [forum game proposal] World Realism

    Updating now. Also, the game HAS run before, and it works as-is. I've been running it off-TWC for the last year.

  10. #10
    Tribunus
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    Default Re: [forum game proposal] World Realism

    No one questions that it'll work, Ponti just wants to know how extensive the rule-set is before he puts forward any forum resources for it.

  11. #11
    Agamemnon's Avatar Comes Limitis
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    Default Re: [forum game proposal] World Realism

    It was just posted. It's simple, but really the beauty of WR is to be able to make the game what you want. If you want a nation of russian catholics in italy, then go ahead. If you want to role play, then go ahead. If you want to just expand rapidly, go ahead. If you want to do all of it, go ahead. The rules are written with an elasticity clause, as the circumstances determine whther or not they are followed too strictly.

  12. #12
    Tribunus
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    Default Re: [forum game proposal] World Realism

    Hardly robust but more than most people are starting with, will you be crediting the original creators?

  13. #13
    Agamemnon's Avatar Comes Limitis
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    Default Re: [forum game proposal] World Realism

    The original creators were me (Arthur VIII, Pendragon), cooki3 (cooki), and Mik528 (Mik).

    But yes.

  14. #14
    Okmin's Avatar In vino veritas
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    Default Re: [forum game proposal] World Realism

    Hm... This one could be good... Hell for the mods, but good
    IN VINO VERITAS
    IN CERVESIO FELICITAS

    Under the patronage of The Lizard King
    Patron of Narf
    and Starlightman

  15. #15

    Default Re: [forum game proposal] World Realism

    Ok good, now I'll ask you to condense your forum requests as much as possible. If two can be combined into one without much problem, that's a good bet.

  16. #16
    Agamemnon's Avatar Comes Limitis
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    Default Re: [forum game proposal] World Realism

    Well, they really can't. However, if it was really against some kind of TWC rule to have 6 forums, I could have the NPC nations forum replaced by a thread in the factions forum.

  17. #17

    Default Re: [forum game proposal] World Realism

    Yeah, this will work. If it dies I will be very, very unhappy so I expect you to do your best to keep it active. I won't have time to set this up, I have important tests and essays to prepare for this week, so I'll set it up this weekend.

  18. #18
    Agamemnon's Avatar Comes Limitis
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    Default Re: [forum game proposal] World Realism

    Thank you!!!!!!!

    It WILL NOT DIE. I suggest putting it in the Coliseum, and even if actvity drops don't delete it. WR goes through cycles of furious activity and death, and none of them last long. Hopefully being on-forum will allow us to have more actvity and stay furiously active.

  19. #19
    Agamemnon's Avatar Comes Limitis
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    Default Re: [forum game proposal] World Realism

    Any progress?

  20. #20

    Default Re: [forum game proposal] World Realism

    I haven't forgotten about this I just had unexpected things happen yesterday that prevented me from setting it up, I will be doing it tomorrow.

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