[V6 Draft] Chapter 7: Kingdom Turns

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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Sun Tang » 03 Nov 2013, 12:19

Will rulers/kingdoms have the option when doing a search to pass on officers they find and truly don't feel they need? I know rulers will be more selective about who they bring on this version. Or when doing a search even put some small criteria for the "TYPE" of officer they are looking for? Perhaps one who has proficiency in a particular stat (60 or more) or a certain skill? You can only use one stat/skill identifier in your search.

In these searches, Huan Fei is looking for someone with the Invent skill and Shi Qing Mei's ruler would like someone who can help develop cities.

Huan Fei (36-54-77-66-79, Charming, Networking) short searches Luo Yang. Skill: Invent.
Shi Qing Mei (38-42-80-98-84, Charming (e), Networking) long searches Luo Yang. (Season 1 of 3) Stat: Pol.

Or maybe to make it more simple, perhaps after every officer found after a kingdom turn the ruler gets the option to attempt to recruit the found officer in their respective admin communication threads.
Last edited by Sun Tang on 08 Nov 2013, 12:37, edited 1 time in total.
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Silverwarp » 08 Nov 2013, 02:25

Library
Pre-Requisites: None
Cost to Build: 750
Seasons to Build: 2
Staff: 1
Special Function/Benefits: Enables the Welfare State government style. Provides increases to population growth and tax revenues.
Relevant Stat: Pol or Int
Relevant Skills: Commercialist
Limit:1


I think I mentioned something about this earlier. It's missing the level of increases to pop growth and tax revenues that all the other buildings have.

Watchtower
Pre-Requisites: None
Cost to Build Building: 500
Seasons to Build: 2
Staffing: 1-4
Special Function/Benefits: Provides a moderate increase to Population growth. Officers staffing this building receive a bonus to I-net development.
Relevant Stat: Int
Relevant Skills:
Limit: 4


Is there a relevant skill (e.g. Spy, Scout)? Or is it n/a?

Martial Academy
Pre-Requisites: None
Cost to Build Building: 1500
Seasons to Build: 2
Staff: 2-4
Special Function: Allows an extra officer to Train troops in this city. Gives an additional +1 Training when an officer trains troops in the city. Moderate increase to Population growth, and minor benefits to Public Safety.
Relevant Stat: Lead or War
Relevant Skills: Investigator
Limit: 1


This mentions an extra officer is allowed to Train troops in the city, but there's no mention of whether there is a limited number of officers that can train troops per turn. I know it has been 3 for the past versions, but are the rules changed so that it's now only based on each group of troops?

Also, does staffing an agricultural building during the non-harvest season affect the amount received from harvest or is it only from the staffing in Autumn? It would make sense that you get a better harvest if you staff the buildings year-round, but at the same time, this might be one of those things that are hard to keep track of, since there's no immediately result in the non-harvest seasons for staffing an agricultural building.
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Xeniphon » 08 Nov 2013, 02:28

If you look in the KT Actions section you will see the Train action with the number of officers listed as "1-3" so yes 3 is still the max for that.
Oh well, back to the drawing board...

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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Silverwarp » 08 Nov 2013, 03:27

Xeniphon wrote:If you look in the KT Actions section you will see the Train action with the number of officers listed as "1-3" so yes 3 is still the max for that.


Thanks. I missed that.
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Horvath » 17 Jan 2014, 11:30

Does all or certain KT activities including tax n harvest stop when city in under siege.. ?

Also when we move officers, do we need to traverse the map like transporting goods.. ?
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby nixonator » 19 Mar 2014, 17:57

so I heard you wanted someone to examine this again.

-- If an NPC becomes injured, they heal at a rate of 10% per season elapsed. For instance, if Yue Jin is injured in a search event at the start of the Spring season, his full injury is in effect for Summer, and will be reduced by 10% for the Autumn KT. A PC may make use of this automatic healing benefit as well if the PC is imprisoned without a PT allowed (as otherwise they should use the PT Rest action).


does this still apply if the character is inactive?

also are there going to be any specific rules that apply to officers that go inactive when they've been captured?

Kingdom Stats
Each kingdom has the following stats:
•Ruler: The person in charge of the kingdom.
•Ruler Rank: The rank that the kingdom's ruler holds.
•Capitol: The name which serves as the Kingdom's seat of government. A city with a Palace will automatically become the capitol, unless the kingdom has more than one city with a Palace. Note that the capitol is not necessarily where the Ruler is.
•PR: A measure of the prestige of the kingdom, from 1-10. Morale in cities will not rise above the kingdom's PR value.
•I-net: The kingdom's I-net value for the season, expressed as the amount developed/maximum value.


so this would mean that a country would have to move it's entire bureaucracy and capitol to a vulnerable position, if the right conditions were met. "nothing wrong with the rule just seems to be a bit out of place to what some people would want to do at certain times, where permitted"

Riot: The acting officer attempts to incite the citizens to riot. Spy info must have been acquired on the city within the last three seasons (if another kingdom gains control of the city, previous spy results will not be usable). Success may affect tax returns, hamper soldiers ability to respond to other threats, and possibly damage buildings. Characters must have Riot to perform this action. Please list the character's Int, Pol, Cha, and whether they have the Stealth, and Riot skills for this action.


so will there be an secondary state for troops were they are locked down, to be recorded in the KT?

I.e.  x 1 troop of lowest training are lost Locked

Sap: The acting officer attempts to sabotage the city's defences. Spy info must have been acquired on the city within the last three seasons (if another kingdom gains control of the city, previous spy results will not be usable). Success will damage the city's City Defence. Sapping can be done on both Cities and External works. Characters must have the Military Engineer skill to perform this action and will gain a bonus with Siegecraft. Please list the character's War, Int, Pol, Cha, and whether they have the Military Engineer, Siegecraft, and Stealth skills for this action.


exactly what buildings/external works does this refer to, i.e. just walls or does this include camps and bridges?

Construct [Civil]
Effect: Builds a structure. See Structures below.
Cost: Variable.
# of Officers: 1 or more
Limitations: Only one officer may work on single building at a time. Each Structure lists the maximum number that may be built in each city in the description. No city may exceed the total number of Building slots granted by successful Real Estate searches.
Note: If the officer has the Civil Engineer skill, the time to Construct is halved and the gold cost is reduced by 10% (15% with Civil Engineer(e)).


if the number of turns it would take to construct a building is an odd number would you have to round up or down?

Send Gold [Admin]
Effect: Move gold to target city. The officer returns to the starting point at the end of the turn. This command may also be used to transfer gold to another kingdom but only from one capital city to another. There is no distance restriction on this action. One officer must be used to convey gold to each location which is receiving gold (if City A sends goods to Cities B and C, two officers must be used).[/color]
# of Officers: 1 or more

also for transfer

so I'm guessing that this action takes one turn to happen no matter the distance?

Also what happens if the target city is taken?

also minor typo [/color]

Military Complex
Pre-Requisites: Garrison, Martial Academy, Work Prison, Recruitment Center, Forge
Cost to Build Building: 2500
Seasons to Build: 2
Staff: 3-6
Special Function/Benefits: This is a landmark class structure and cannot be destroyed. All troops in the city that have under 75 training automatically gains +1 training each turn. Increases the maximum amount of troops that can be stationed in the location by 500 (does not require building to be staffed). The maximum Training value for troops trained in this city is raised to 110 (does not require building to be staffed). In Roleplay, troops that have centralized Military Complex can rouse themselves to fight and march in a shorter time. Moderate increase in Population growth, and great increases to Public Safety.


so I suppose that means you don't get any “real” world initiative bonus when mobilising?

On buildings can we can another explanation section about what still happens when the building goes unstated i.e.

Military Complex
Pre-Requisites: Garrison, Martial Academy, Work Prison, Recruitment Center, Forge
Cost to Build Building: 2500
Seasons to Build: 2
Staff: 3-6
Special Function/Benefits: This is a landmark class structure and cannot be destroyed. All troops in the city that have under 75 training automatically gains +1 training each turn. Increases the maximum amount of troops that can be stationed in the location by 500 (does not require building to be staffed). The maximum Training value for troops trained in this city is raised to 110 (does not require building to be staffed). In Roleplay, troops that have centralized Military Complex can rouse themselves to fight and march in a shorter time. Moderate increase in Population growth, and great increases to Public Safety.
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby nixonator » 30 Apr 2014, 16:54

It's been a while now, was this not what you were looking for?

:?:
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Patricoo » 22 May 2014, 03:15

So I actually want to sit down and provide data for this whole "Need some mock KT's to look at" thing and I'm scratching my head over the government type mechanic. It seems so heavily tied to game flavor that I'm not sure how it can survive as an effective mechanic of the game. With some of it's aspects in transition effects I'm wondering if the roleplaying idea it put too far in front. In fact, the hint of "begging the staff for a change" says to me that someone has already thought that this could be a threat to RP integrity. Already we're aware that despotic characters tend to get beat on. Imagine that propaganda that I would write others could write if a so-called hero ruled his kingdoms with an Iron Fist?

I'd be a bad person if I didn't suggest a solution. If I understand the purpose of government types it seems like they are, mechanically, designed to give us a income/tax and order consequence decision. Anyone play Europa Universalis 3 or 4? (I know you have, tactics game lovers.) Sure, that game has government types but the boons are fairly small. Deciding between a 10% production bonus and a -5% maintenance modifier? Who cares! I'm roleplaying my own 'Merica over here and I'll spend all my technology points on the government that calls me a President instead of King. I think the same issue is tucked away here.

Instead we could steal their "Stability" mechanic. In that game it's a -3 to 3 scale, but we could make it 1-10, 1-100 1-5 or whatever. Best yet, you can likely keep most of your formula scales for income. Lowest Stability is the lowest income, highest is the highest. You can even streamline it by removing the building effects, transition effects and specialty KT actions.

How does it fluctuate? Well to raise it, if you chose a 1-100 scale, a basic action could raise it a percent. Small scale from 1-6 or something? Then make a raise stability action, Max 2 or whichever. Certain buildings could raise the max per turn if staffed. (Maybe even the buildings that lose their government type boon! Gasp! Look at me, trying to limit extreme changes this far into development!)

How does it lower? Espionage and arson, an obvious one. Armies being destroyed. Cities being conquered would do it greatly. (Slow down invaders from any steamroll effects) Cities being defended, slightly. (To help encourage greater attrition for defenders, who tend to have it pretty good.) Declaring ranks (To delay the full rank boon of extra armies a turn or so) Breaking a treaty (A mechanical effect to counter the "who cares about prestige" nonsense!)

Effectively, Stability emulates the idea of Time = Money. It comes into play whenever you do something extraordinarily good/selfish for yourself, or want to apply civil attrition effects. You're essentially charged not in gold but in potential tax income. This can be regained with the investment of time. The flavor of how stability is raised is up to the player. They could be like Dong Zhuo who still gets his stability (and tax income) through fear and force, then be thrown into disarray through a dozen lost battles and burning a city despite still technically holding onto a large swath of territory. Or they could be like early Liu Bei, rewarded for ruling a smaller patch of land while brutes around them clash. Sure, in the end biggest army is best army but the idea of a small, elite force led by the force of good and fairy dust is more attainable.

Anyways, sorry for this side chat among a time where we need data crunching. I'll shimmy onto the other thread that only Silverwarp has done. I'll probably gun for a smaller kingdom, although I'm still trying to wrap my head around army organization and planning with the rank limitations but once that gets figured out I'll make a post.
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Kongming999 » 10 Aug 2014, 17:39

Forum Administration wrote: Rumor (1sp)
Can use Recruit Agents and Rumor KT ploys. With Wile, can use Falsify ploy.
(e) -- Bonus to Rumor-related ploy success rates.


There doesn't seem to be a "Rumor" KT Ploy in this draft.
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Re: [V6 Draft] Chapter 7: Kingdom Turns

Postby Mat » 11 Aug 2014, 01:21

Patricoo wrote:*said lots of stuff*


I really like this idea, especially how it makes it difficult for players to just streamroll. The moment a kingdom gets itself two cities they've increased their income by such a large amount that it can get out of hand really quickly if left unchecked by other players. This system would also make early game turtling a more valid tactic because you're just focusing on building up your starter city and not trying to pull your newly-conquered city out of the ashes.

I also like the fact that it can make prestige and reputation a more valid mechanic simply by virtue of how it impacts things mechanically.
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