by LTDave » Mon Oct 12, 2009 12:07 am
Ok, so in light of some of the feedback, above, I've changed a couple of things:
* Squares to Hexes
* Gold to Schmuckers
* The amount of upkeep on units
* Siege units and combat
* Combat calculations, giving combined forces an advantage in battle (so there's a reason for Flyers and Cavalry now).
Have a look, tell me what you think...
Erfworld Empires
A Play-by-post forum game
By David Grounds & Ronaldo Calliari
Version 1.1
Premise
This is a strategy game based loosely on the Erfworld Comic.
Each Player controls a small Erfworld Empire, composed of cities and units. They do combat to discover who among them can become THE GREATEST TOOL (of the Titans, of course).
This game is designed for six players. Players post orders on the forum. A player may not post their next set of orders until all the other players have had a turn, or six days have passed since their last post. If a player misses a turn, too bad.
There is no GM, and every player’s units and stats, etc, is known to everyone. This makes a game a bit more boring, but stops one player getting burdened with all the book-keeping.
Objective
A Player is deemed to be the Winner of the Game if, at the beginning of their Turn, they control THREE Capitals. If they do so, they are THE GREATEST TOOL (of the Titans).
If a player loses their own Capital, they are out of the Game.
Map
The map is a series of hexes. Hexes are designated based on their position relative to the central hex. A Hex might be 2N (North) or 5 SE (South East) – or might need a combination of two directions – 1N, 3NE.
There are three terrain types – Open, Woods, and Water (white, green, and blue).
All units may move into and fight in Open.
All units may move into Woods, but Fliers may not fight.
Only Fliers can move into and fight over Water.
Cities
Players may build cities in Open hexes only. A City is marked with a circle of the appropriate colour, and a number, 1 – 5.
1 Indicates a small city – it produces 1 Schmuckers per turn.
2, 2 Schmuckers, etc.
5 indicates a Capital – it produces 5 Schmuckers per turn.
Each player starts with a Capital. New Cities may be created in any hex that:
1. doesn’t already have a City
2. where the player has at least 1 unit, AND
3. that is not adjacent to a City controlled by another player.
To upgrade a City to the next level, pay Schmuckers equal to the level desired.
To upgrade a level two to a level three, pay three Schmuckers.
Cities may upgrade multiple levels in a turn – just pay Schmuckers for each level.
No City may be upgraded to a Capital (level 5). To win, you have to conquer two other Capitals.
Cities have a defence factor equal to its level – the number of units inside the city is multiplied by the level of the City for combat purposes.
So three units inside a level 4 City would count as 12 units for Combat purposes.
Schmuckers
Schmuckers are the primary resource in the Game. They are used to create and upgrade cities, create and upkeep units.
Without Schmuckers, not much is possible. With Schmuckers, most things are plausible.
Units
There are four kinds of units – Infantry, Cavalry, Fliers, and Siege.
All of the units count as having 1 combat point (except Siege), and 1 hit point. The main difference is the distance the units can move, and the upkeep cost.
Units can only be created in Cities. One unit can be created in each City per turn, regardless of level. All Cities can create Infantry or Siege, but only level 2 Cities or higher can create Cavalry, and level 3 Cities or higher can create Fliers.
Infantry can move 1 hex per turn, and cost 0.3 Schmuckers in upkeep.
Cavalry can move 2 hexes per turn, and cost 0.6 Schmuckers in upkeep.
Fliers can move 3 hexes per turn, and cost 0.9 Schmuckers in upkeep.
Siege can move 1 hex per turn, and cost 0.3 Schmuckers in upkeep.
Siege units do not contribute to a combat, but can be taken as a casualty. Each Siege unit in an Attack lowers the level of any City defence by 1, to a minimum of 1. For example, a stack of units attacking a level 3 city has 2 siege units. The level of defence for the city is reduced to 1.
Combat
Combat happens when units of two players meet in a hex.
Add the number of units on each side (except Siege) to a Random Number (1 to 10) generated from the time of the post, and then add the “Tactical Bonus” number.
The side with the highest result is the Victor, the other side the Loser. If a tie, the Defender is the Victor.
The “Tactical Bonus” is one additional point for the side with the majority of units of a certain type – the side with more infantry gains 1 point, the side with more cavalry gains 2 points, the side with more Flyers gains 3 points.
The Victor inflicts a number of hits on the opposing side equal to two-thirds of the number of units (rounded to nearest whole number).
The Loser inflicts a number of hits on the opposing side equal to one-third of the number of units (rounded to nearest whole number).
For Example:
Transylvito has 8 Infantry units attacking Gobwin Knob’s 5 Infantry.
Transylvito uses the time of the post to generate two random numbers. The first (the attacker’s) is 6. The second is 3.
Transylvito has a score of 8 (units) + 6 + 1 (Bonus Combat Points) = 15, which beats Gobwin Knob’s 5+3 = 8.
Transylvito is the Victor, and inflicts 2/3 of 8 = 6 hits on Gobwin Knob.
Gobwin Knob is the Loser, and inflicts 1/3 of 6 = 2 hits on Transylvito.
If the Attacker is the Victor, all their surviving units end their turn in the attacked hex. If the Attacker is the Loser, all their surviving units return to the hex from which they attacked.
If the Defender is the Victor, all their surviving units remain in the hex that was attacked. If the Defender is the Loser, all their surviving units must retreat 1 hex directly away from the main force of the enemy. Units which cannot enter such a hex’s terrain are destroyed – as are units forced off the map.
To generate a random number, use the Erfworld Empires Spreadsheet and the “U” time. You may need to change your Forum settings to see the “U” time.
Develop-A-Mancy
Each Player has FIVE A-Mancy Points to spend on special Developments each turn.
Players may propose one Development each turn, at the Cost of ONE A-Mancy Point.
A-Mancy Points may not be stored for future turns – The Think-A-Mancers need to think in the now.
The Proposal must contain:
1. A Unique Name
2. A Game Effect
3. A bit of Fluff, explaining how it came to be.
Other players must then “RATE” the proposal based on how easy or hard it should be to discover: 1 – Easy through to 9 – Impossible.
Players have one week to give their opinion of the rating, which is then averaged between the players, and then Squared, and rounded up to the nearest whole number – this is the amount of A-Mancy points required to develop the Advance.
For Example:
Name: Dwagon Fire
Game Effect: Three Dwagons count as Four Units for Combat Purposes
Fluff: The Tool has trained his Dwagons to concentrate their fire on opposing units, maximising their effects.
Once the Development has been discovered by the proposing player, other Players may also develop it. The Original Proposing Player receives ONE additional A-Mancy Point for each Player that studies the Development, up to a maximum of three.
For Example:
Dwagon Fire, above, has been rated by other players as an average of 3, requiring 9 A-Mancy Points to develop. The Proposing Player spends all FIVE of the next turn’s Philosophy Points, and FOUR of the following turn’s points, to discover the Development. Once discovered, other players may also develop Dwagon Fire – for each one that discovers it, the proposing player receives an additional ONE A-Mancy point to spend in their next turn (up to a maximum of three).
Turn Procedure
1. Calculate Income from Cities
2. Upgrade Cities
3. Create New Units
4. Pay Upkeep on Units (if you can’t afford upkeep, remove units until you can)
5. Make any Develop-A-Mancy decisions
6. Move Units
7. Resolve Combat (if any)
8. Post end of turn report
Steps 1 – 6 can be in one post.
Step 7 – there should be a post for each combat
Step 8 – once your turn is done, post a report stating where your units are, level of cities, etc.
Rules, Disputes, and Disagreements
These rules are inherently flawed in ways that can only be discovered in the playing. The rules can be changed by a vote on the forum. Each active player gets 1 vote, and a simple majority is required to change the rules.