Post by kynell on Mar 10, 2013 23:50:19 GMT -5
Ok, before I begin, I just want to say, this is just a bare bones idea, to make this work is going to require lots of bits of great hooks, suggestions and interesting fluff from all of us. I'll try and explain as best I can, but if theres something you don't get, ask me and I'll go into more depth etc.
Each player in the campaign begins by determining their sides CIV ratings.
These are the following 5 statistics:
ECONOMIC,
CREATE,
RECYCLE,
SUPPLY,
EXPAND.
Each force starts with a base number of 10 in each of these stats, then the player gets a further 50 points to share between the 5 how they wish. These numbers are the players starting values for the campaign. The higher the number, the higher chance the player can influence these spheres of their civilisation and in turn their forces.
Each of these statistics concern influencial parts of a forces everyday activities in the given area of influence, and each between game turn, allow a player to take a roll on one of the chosen stat charts, by way of spending a minimum of 10 of one or more stats, these are as follows:
Economic: Resources, Wealth
Create: Research, Development, Manufacture
Recycle: Scavenge, Repair
Supply: Food, Equipment
Expand: Trade, Explore, Recruit
Each of these charts are governed by the appropriate stat (ie Economic stat governs both the Resources and wealth charts)
and each turn a player may decide to spend a min of 10 points from the stat (permenantly) to add this as a modifier to a D100 roll on one of the equivilent charts. (ie, a player with 55 in the stat Supply, could choose to spend 25 points of their points in this stat to boost the chances by +25 of getting a favourable result from either the food chart or the equipment chart that turn) Points spent this way are lost and players must record the new score.
(this is to represent an active influence upon such spheres, or use of favours etc)
A player may make one roll of an appropriate chart per stat each turn and may use as many points as they wish providing they spend the 10 minimum.
Alternatively, a player may instead spend a minimum of 10 points to give any of his opponents a -10 or more modifier to roll on the appropriate stat even if the player has not spent any points that turn. If the opponent is rolling on that stat that turn, the modifiers are worked out and the roll is taken (ie, player 1 spends 10 Economic points to give player 2 a -10 modifier to any economics chart roll that turn, if player 2 was spending 15 Economics points that turn, he would now be making a D100 roll with a +5 mod on either the food or equipment chart.)
To regain these points the players can do the following:
Take no actions this turn: +20 points to spend between the stats.
A small victory from last battle: +20 points between stats
A med victory from last battle: +30 points between stats
A Large victory from last battle: +40 points between stats
Other ways of getting additional points may come from certain rolls on any of the charts, although these may be stat specific depending.
If a player chooses to make no actions in return for the +20 points, they will not be able to make any stat rolls that turn, unless forced by an opponent to do so.
These stats apply to most civillised forces from the meta and sub factions with the exception of those of the swarm or other suitably non humanoid force.
Forces such as these are only allowed access to the stat charts, unless 50% or above of a previously civilised force, race or similar combination of such.
If not, that player must use the Assimilate charts instead. (these are charts formed the same way as the rest and are treated with the same mechanics of the D100 and modifiers etc)
So, thats the idea so far, the charts need to be constructed with lots of different and random events, bonuses, hooks, in and out of game effects, bad events, non events and disasters, links to scenarios that will then play out straight after etc, in fact what so ever we all fancy sticking in there!
I chose a D100 roll to represent plenty of random factors within each civilisation stat influences, so ideally each chart may become large indeed, but I think no more than 01-200 tops.
This would allow anything up to a couple of thousand nice little fluff narrative bits to enhance a campaign from just this system, and a little tinkering we could add another CIV stat of a religon/spiritual one to deal with that aspect, and even Political and exand upon that.
I hope I have explained the idea ok, while simple it could be expanded into quite a detailed system.
But I'm going to need help to come up with enough data to fill up these charts and their many separate entries & effects, bearing in mind some ideas will need appropriate rules and system specific conversion info for each we provide details for.
I have plenty of options in mind, but I'd like to throw this over to you. What would you put on these 01-200 chart entries (remember we need everything from major disasters, no real advantages, slight bonuses, big bonuses and even greater advantages etc)
these could be as simple as the discovery of rare minerals on one of your colonies moons (moderate resources chart roll), to a unit going rogue and joining your opponents forces (a really bad recruit chart roll)
Please let me know your thoughts, ideas, comments and suggestions....
CIVILISATION CAMPAIGN SYSTEM
Each player in the campaign begins by determining their sides CIV ratings.
These are the following 5 statistics:
ECONOMIC,
CREATE,
RECYCLE,
SUPPLY,
EXPAND.
Each force starts with a base number of 10 in each of these stats, then the player gets a further 50 points to share between the 5 how they wish. These numbers are the players starting values for the campaign. The higher the number, the higher chance the player can influence these spheres of their civilisation and in turn their forces.
Each of these statistics concern influencial parts of a forces everyday activities in the given area of influence, and each between game turn, allow a player to take a roll on one of the chosen stat charts, by way of spending a minimum of 10 of one or more stats, these are as follows:
Economic: Resources, Wealth
Create: Research, Development, Manufacture
Recycle: Scavenge, Repair
Supply: Food, Equipment
Expand: Trade, Explore, Recruit
Each of these charts are governed by the appropriate stat (ie Economic stat governs both the Resources and wealth charts)
and each turn a player may decide to spend a min of 10 points from the stat (permenantly) to add this as a modifier to a D100 roll on one of the equivilent charts. (ie, a player with 55 in the stat Supply, could choose to spend 25 points of their points in this stat to boost the chances by +25 of getting a favourable result from either the food chart or the equipment chart that turn) Points spent this way are lost and players must record the new score.
(this is to represent an active influence upon such spheres, or use of favours etc)
A player may make one roll of an appropriate chart per stat each turn and may use as many points as they wish providing they spend the 10 minimum.
Alternatively, a player may instead spend a minimum of 10 points to give any of his opponents a -10 or more modifier to roll on the appropriate stat even if the player has not spent any points that turn. If the opponent is rolling on that stat that turn, the modifiers are worked out and the roll is taken (ie, player 1 spends 10 Economic points to give player 2 a -10 modifier to any economics chart roll that turn, if player 2 was spending 15 Economics points that turn, he would now be making a D100 roll with a +5 mod on either the food or equipment chart.)
To regain these points the players can do the following:
Take no actions this turn: +20 points to spend between the stats.
A small victory from last battle: +20 points between stats
A med victory from last battle: +30 points between stats
A Large victory from last battle: +40 points between stats
Other ways of getting additional points may come from certain rolls on any of the charts, although these may be stat specific depending.
If a player chooses to make no actions in return for the +20 points, they will not be able to make any stat rolls that turn, unless forced by an opponent to do so.
These stats apply to most civillised forces from the meta and sub factions with the exception of those of the swarm or other suitably non humanoid force.
Forces such as these are only allowed access to the stat charts, unless 50% or above of a previously civilised force, race or similar combination of such.
If not, that player must use the Assimilate charts instead. (these are charts formed the same way as the rest and are treated with the same mechanics of the D100 and modifiers etc)
So, thats the idea so far, the charts need to be constructed with lots of different and random events, bonuses, hooks, in and out of game effects, bad events, non events and disasters, links to scenarios that will then play out straight after etc, in fact what so ever we all fancy sticking in there!
I chose a D100 roll to represent plenty of random factors within each civilisation stat influences, so ideally each chart may become large indeed, but I think no more than 01-200 tops.
This would allow anything up to a couple of thousand nice little fluff narrative bits to enhance a campaign from just this system, and a little tinkering we could add another CIV stat of a religon/spiritual one to deal with that aspect, and even Political and exand upon that.
I hope I have explained the idea ok, while simple it could be expanded into quite a detailed system.
But I'm going to need help to come up with enough data to fill up these charts and their many separate entries & effects, bearing in mind some ideas will need appropriate rules and system specific conversion info for each we provide details for.
I have plenty of options in mind, but I'd like to throw this over to you. What would you put on these 01-200 chart entries (remember we need everything from major disasters, no real advantages, slight bonuses, big bonuses and even greater advantages etc)
these could be as simple as the discovery of rare minerals on one of your colonies moons (moderate resources chart roll), to a unit going rogue and joining your opponents forces (a really bad recruit chart roll)
Please let me know your thoughts, ideas, comments and suggestions....