Harry1991 wrote:on issue 5) sorry i've played, admined and designed similar sorts of play by post war/strategy games and our turn rate was set at 1 turn every 2 days. We continued these games for months if not years in some cases. It just revolves around making the game simpler and transparent so everyone can take a hand in running the game without needed to go to an admin every 5 seconds.
And I heard of mythical Erfsims that had better turn-over rates too. However, in my time on these boards I actually saw NO such game.
The fact that the games you played managed to stay interesting and quickly paced speaks volumes as to the quality of their rules systems, but my contention is that in actual fact the Erfsims we run do not share that quality, that is, they are too slow.
Harry1991 wrote:On issues 1) and 3). The way to handle this IMO is to slash turn numbers dramatically. Say 10 turns for an heir, 5 for a warlord, 4 for a class D special, 3 for class C and 2 for class A/B and knights while stabbers,pikers, archers and scouts take 1 turn each. Having a level 5 city would then make it so an heir took 2 turns, a warlord took 1 turn and stabbers could be made at a rate of 5 per turn.
Yes.
Harry1991 wrote:I know it isn't canon to the comics but for game play purposes it makes it a lot better.
Yes, yes, and thrice yes.
Heck, here's what.
Give me 1 week, during which time I'll slice at the rules mercilessly (and prepare some software support for GMing). After which I'll show my modified rules, and GM my own campaign if there are any takers.
I plan to chuck "canon" consistency out the window if it makes for a better game. Drastically reducing build times makes for a better game imo, so that's in and canon be damned.
I also plan to allow you to downgrade unit stats, if you feel you'd better spend those points otherwise. That is, I'm effectively replacing unit templates by a set amount of points that you can distribute for stats and abilities. No longer is a Stabber a 6/4/4/4 unit with 4p for improvements, say, but a 30p unit that you can build as you like. I will keep rules on which units can get which specials though. No breath attack stabbers, sorry.
Minor tweaks (like Shocka actually having better than default spells) will also be implemented. I fear that the magic system will suffer some more major tweaks as a whole, though.
Upgrades will build faster (1 turn for everything, mine, farm, tower etc except roads), but are capped by controlling city level (except roads, of which you can have however many as you wish). Higher level allows more upgraded hexes.
And so on. I'll post that in a week.


