Rise of the Republic II (WIP)

  1. ♞Rogue General♞
    ♞Rogue General♞
    The rule set for RotR II has been (mostly) finalized.

    Key changes:
    Spoiler Alert, click show to read: 

    • Fleet limits introduced. Fleets can be upgraded (but only if you have Shipyard or Coastal City in that sea zone)
    • Agent overhaul. A new Agent skill tree has been added, and you can purchase specific upgrades for your agents! Also, spamming agents is no longer feasible.
    • No GM-controlled factions.
    • "Prestige" system changed to "Imperium". Imperium goes from 1-100 (whereas Prestige was between 1-65). Imperium bonuses enhanced to scale with the new system. Example: Each city will give you +2 Imperium per turn (Each city in this round gives you +1 Prestige per turn)
    • Client States a new option in diplomacy
    • Military access has been reworked. (See the "Alliance" in the Diplomacy section)
    • And a lot of other stuff.



    Click here to see the full rule set: http://roguegeneral.weebly.com/the-basics.html
  2. ♞Rogue General♞
    ♞Rogue General♞
    Reserved.

    PS: If you have a suggestion, rule proposal, or questions for RotR II, you can post it here.
  3. Theotian
    Theotian
    I have a question.By no GM controlled factions does that mean as soon as a player leaves the game the faction disbandes or will it stay in the map with the colored regions .,but it is just an object that can be attacked.

    And what i meant with the question about moves was when are the rules in effect ( nevermind i see that the rule set is for mark 2 not this.)
  4. ♞Rogue General♞
    ♞Rogue General♞
    It means that when a player leaves the game, the faction just stays there until someone else joins.
    Other players can attack the faction, but the faction will not perform any moves or attack back (until another player takes over, that is). So yes, it will be an object on the map that can be attacked.

    Just to be clear, all of these rules come into effect in the next game (RotRII).
  5. High Fist
    High Fist
    So they are effectively rebels? That's good IMO.

    Would there be a better way of calculating how much imperium a new player gets? Y'know like the mean, mode and medium. Perhaps using the mode (the most common value) to determine it would be better, as there would be some people with much higher/lower imperium than the others and the new player would benefit/suffer from it.

    As you can't really use individual values for the mode, you could use the imperium meter.

    What yas think?
  6. Lord of Shadows
    Lord of Shadows
    What do you mean by "spamming agents"?
  7. ♞Rogue General♞
    ♞Rogue General♞
    @High Fist
    Imperium meter as a mode calculator... that's a brilliant idea actually. I like it!
    If no one objects to it, I will update that part of the rule.

    @Lord of Dread
    Currently, the amount of Agents a faction can use is dependant on the number of cities they own. If a faction owns 4 cities, they can use 4 agents in a given turn.

    For an example of how "spammy" this can get, consider this: A player with 4 cities can incite 2 rebellions and perform 2 assassinations in the same turn, for a total of 4 missions.
    After 5 turns, they can do it all over again... now multiply this by the number of players who own multiple cities, and you get a lot of agents running around!

    In the new system, each factions has access to 1 Spy, 1 Insurgent, and 1 Assassin at the beginning of the game. You don't need to own a city to unlock the agents.
    Each Agent has a cooldown of 6 turns. The cooldown of one agent has no effect on the cooldown of the other agents.

    However, Cities will allow you to upgrade your agents, and reduce cooldowns for specific agents of your choosing. More info here: http://roguegeneral.weebly.com/agent-upgrades.html
  8. High Fist
    High Fist
    Yay, I'm helping!

    As for cities upgrading agents - perhaps instead of an upgrade for agents the city could be used for something else? Like a +1 bonus for attacking regions or making fleets for a set number of turns. I ask because some people don't use agents all that much.
    So when you build a city you could either upgrade your agents or get a +1 to attacking regions for X amount of turns, or a +1 to building fleets for X amount of turns, or a +1 to Imperium gain for X amount of turns.

    Just throwing ideas out there.
  9. fredtrotter
    fredtrotter
    Nice site you made RG
  10. ✠Ikaroqx✠
    ✠Ikaroqx✠
    I agree with these new rules
  11. Mary The Quene
    Mary The Quene
    So the game is going to be slower? the game is a bit to fast in my opinion
  12. High Fist
    High Fist
    It's very fast when at war, but slow and serene when you're at peace.
  13. ♞Rogue General♞
    ♞Rogue General♞
    Quote Originally Posted by High Fist
    Yay, I'm helping!

    As for cities upgrading agents - perhaps instead of an upgrade for agents the city could be used for something else? Like a +1 bonus for attacking regions or making fleets for a set number of turns. I ask because some people don't use agents all that much.
    So when you build a city you could either upgrade your agents or get a +1 to attacking regions for X amount of turns, or a +1 to building fleets for X amount of turns, or a +1 to Imperium gain for X amount of turns.

    Just throwing ideas out there.
    Hmm... that is true

    +1 for building fleets for X amount of turns, and +1 Imperium gain could prove to be useful.
    The thing that concerns me, is that the "buff for X amount of turns" system could be easily abused.

    The way the system works is that each time a player acquires a city (by building, conquering, or being gifted a city), they gain a Skill Point.
    This Skill Point can be used to upgrade an agent. If the player loses the city, they also lose that particular upgrade! So the player is highly motivated to keep their cities.

    But, lets say for example that Player A doesn't want to upgrade his agents, and instead chooses to have a +1 bonus for attacking regions for 5 turns.
    At the end of the 5 turns when the buff expires, Player A can gift that city to his friend, Player B.
    In return, Player B gifts Player A a city as well.

    The moment Player A and Player B receive their new cities from each other, they can choose to get buffed once again! So after another 5 turns of +1 bonus on attacking regions, Player A and Player B can repeat this process over and over again.

    So I think that the City system should not be used for buffs that can expire. Because that could easily create a loophole that could be game-breaking.

    @ fredtrotter
    Thanks!

    Quote Originally Posted by Antiochus Hierax
    So the game is going to be slower? the game is a bit to fast in my opinion
    Sort of. Gaining Imperium(Prestige) will be slightly slower, due to Imperium penalties for very low dice rolls. But that shouldn't slow down the game too much.
    One thing that will make a noticeable difference is the fact that at Legendary Imperium (91-100 range, in which a person can perform 3 moves) the player will no longer receive additional Imperium from Cities. Also, any Imperium penalties they might incur will be doubled. So it will me much easier for a player to slip into the "2 moves per turn" stage than it is in the current game.

    I foresee that most players will be shifting between 2 moves per turn and 3 moves per turn near the end-game in RotRII, whereas in the current game, almost all players are sitting comfortably at 3 moves per turn.
  14. High Fist
    High Fist
    Fair enough man.
Results 1 to 14 of 14