

Kaed wrote:The following is going to be an ongoing project for a more complex game. That adheres as strictly as possible to the rules within Erfworld.
3. What happens if a player misses a turn, two turns or 10 turns?
--1-2 Turns: Earns gold, units continue last known/standing orders; 10 turns: Player's cities and units turn to barbarian and a new player is allowed into the game?
4. Can new players come into an ongoing game and how will that be handled?
--If a game is on round 50 and a new player comes in does he have to start with a Level 1 Overlord and a Level 1 City, or can he start with a Level 5 Overlord and two Level 3 Cities?
Twoy wrote:1. How long will a game last? That is... how many months of play and how often does a new turn start? (The answer to this can vary from game to game, but we need to have a general guideline in order to create rules for the game).
--200 turns with a turn every two days would last 14 months irl? 100 turns with a turn every week would be two years?
2. What are the win conditions? (Also can vary from game to game, but there should be some options listed in the rulebook).
--Last overlord standing? First overlord to build 3 Level 5 Cities? First player to defeat another player?
Question 1 is important because if the game is going to last 100 Turns, then having 60 rounds to pop a Designated Heir is way too long. Also, it will take at least 200 turns under the current system to level a caster to 10 which means we either need to lower the level 10 spells to something reachable within the time frame of the game or we need to level the casters faster. On the other hand, if the game is supposed to last forever with sides getting wiped out or players quitting and new players continuously waiting to come into the game, then we need to know that as well.
Question 2 is important because it will allow us to determine our end state for each individual game. We might need to consider developing a point system to help determine a winner.


Twoy wrote:I agree with your final sentiments that if the playing is fun, the winning is not particularly important.
What I'm thinking we need is one set of rules that can work for 1. a 20-turn game simliar to LTDave's Battle for Gobwin Bump, 2. a 100-200 turn game with a "limited" win condition, and 3. a neverending-story game that lasts as long as players have interest. That makes designing the game more challenging.
I'm also thinking that once the rules are finalized, it might be possible to support more than one game at a time.
I have thoughts on a number of different rules, but I will place them in a separate post.
Crovius wrote:The battle for Gobwin bump is not gonna end in 20 turns. The rate at which we lost units compared to how long it takes to get enough points to make units means that after every turn combat occurs it'll take at least 2-3 turns for a side to replenish troops, and obviously Gobwin Bump can do it better. So ultimately the game can only end with the coalition loosing at this point.
Twoy wrote:I agree with your final sentiments that if the playing is fun, the winning is not particularly important.
What I'm thinking we need is one set of rules that can work for 1. a 20-turn game simliar to LTDave's Battle for Gobwin Bump, 2. a 100-200 turn game with a "limited" win condition, and 3. a neverending-story game that lasts as long as players have interest. That makes designing the game more challenging.
I'm also thinking that once the rules are finalized, it might be possible to support more than one game at a time.
I have thoughts on a number of different rules, but I will place them in a separate post.


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