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Nationgame

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Nationgame Empty Nationgame

Post by Dishonored Mon Jul 11, 2016 1:03 am

Fortold through the ages, life will expand until it can expand no more. This world shatters the fate of many, but grants fortune to those who survive. Choose who you will be.

#maketheforumgreatagain

This Topic is based around an idea known as Nationgame. The majority of information will be posted in the next note, as this is an introductory.

REQUIREMENTS FOR JOINING:
-Nation's Name
-Name of Peoples
-Nation's Ethnicity(s)
-Nation's Religion(s) (or lack of)
-Language
-Government
-Nation's Flag
-Nation's Borders and Environments/Topography (provide a map of your nation)

Good luck, and survive the world!


Last edited by Dishonored on Thu Jul 14, 2016 5:37 pm; edited 2 times in total
Dishonored
Dishonored

Posts : 857
Join date : 2014-02-08
Age : 22
Location : Somewhere you don't know

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Nationgame Empty Re: Nationgame

Post by Dishonored Mon Jul 11, 2016 1:04 am

So hay, I thought of a crappy idea called "Nationgame". Here's some info no one wants.

Nationgame
Summary
This idea revolves around multiple players creating plots of area to create a map, and then forming a nation from those areas.
The game starts with all players creating a bordered area (a country) with the following information: a country name, a race name, and a flag. Then place the countries on a map in some variant of an order. In the case that the players are not content with the number of nations present, addition nations may be added, though with no host. These nations will act as undeveloped nations that may be used for things such as forced labor, imperialism, etc.
After creating the appropriate nations, players will start with start to develop their nations.

Each Nation starts out with 1000 Food, 1000 Raw Materials, and 1000 Currency. They also start with 100 Civilians. The Civilian count multiplies by 1.5x per turn (rounding to nearest whole number).
-Each Civilian costs 5 Food per turn, and takes up 1 Population.
-Various items cost various cost various amounts of Raw Materials.
-Various items will cost various amounts of Currency.










Ways to make Food:
Civilians can become Farmers. Farmers generate 20 Food per 2 turns.
Civilians can become Hunters. Hunters generate 10 Food per turn.

Ways to make Raw Materials
Civilians can become RM-Workers to generate 10 Raw Materials per turn.
Trade Vessels generate 750 Currency/Raw Materials per turn
Trade Convoys generate 250 Currency/Raw Materials per 2 turns.

Ways to make Currency:
Opening Trade Agreements gets 500 Currency/Raw Materials per turn, though one has to find a nation-player willing to trade, or trade with a non-player nation for 250 Currency/Raw Materials per turn. (A Trade Vessel costs 250 Currency/Raw Materials; a Trade Convoy costs 125 Currency, but takes two turns to get any Currency).
Raiding other nation’s cities gives an extra city with all civilians (excluding Soldiers), food, raw materials, and currency.

Using Civilians
Civilians are also used to do most anything, such as trading, being in the military, and technological research.
Trading Vessels, and Trade Convoys cost civilians as well as gold. Each costs 10 Civilians.
Civilians can become Soldiers if they are assigned to it. Having a larger army makes it more effective in the sense of surrounding the enemy in hordes.
Civilians can become C-Workers if they are assigned to it. Workers generate 10 Currency per turn.
Civilians can become RM-Workers if they are assigned to it. Workers generate 10 Raw Materials per turn.
Civilians can become Miners. Miners generate 10 Gold and 10 Raw Materials per 2 turns.
Civilians can become Researchers. Researches generate 1 Technology per 10 turns. (Restriction: 1 Researcher per City)




















Revolts
Civilians may also revolt if their conditions are not good, becoming either “Inactive Civilians”, or “Dead”. Inactive Civilians act like Dead Civilians in the sense that they do nothing, but still cost the regular resources, and may come back if conditions become decent. Dead Civilians are as they seem, and die. They require no resources as they are dead. The simply subtract the population.
Civilians revolt due to certain conditions: Discrimination, Oppression, and/or Unsanitary Conditions.
Discrimination is caused when one group of people are put down by another.
-Discrimination chances increase with increased, immigration, imperialism, and/or forced labor.
Oppression is caused when one group is of a higher class and depletes another class’s privileges.
-Oppression chances increase when there are a majority of civilians living in less-developed cities.
Unsanitary Conditions are caused by having too high a population for a city’s limit.
-Unsanitary Condition chances increase when there is too high a population for a city to handle.
Each of these are based on a 0-3 out of 6 chance (dice roll). If any of the conditions are met, it will add 1 chance to revolt. If 2 conditions are met, 1 and 2 will result in revolt. If all three conditions are met, 1, 2, and 3 will result in revolt.
Revolts can minor or severe.
1: Protest: 10% of Civilians become Inactive Civilians.
2: Strikes: 20% of Civilians become Inactive Civilians.
3: Rights Movement: 30% of Civilians become Inactive Civilians.
4: Attack: 40% of Civilians become Inactive Civilians, 10% of Civilians become Dead Civilians.
5: Massacre: 50% of Civilians become Inactive Civilians, 20% of Civilians become Dead Civilians.
6: Revolution: 60% of Civilians become Inactive Civilians, 30% of Civilians become Dead Civilians.




Natural Disasters
Natural Disasters are based off of a random 0-6 chance (dice roll).
Getting a 4 equals an Earthquake: Earthquakes can destroy Houses and kill Civilians.
1: Light Quake: No Houses and no people were hurt
2: Mild Quake: 5% House has been destroyed, and 5% of civilians are inactive (1T)
3: Quake: 10% Houses have been destroyed, and 10% of civilians are inactive (1T)
4: Large Quake: 15% Houses have been destroyed, 15% or civilians are inactive (1T), 5% of civilians are dead
5: Massive Quake: 20% of Houses have been destroyed, 20% of civilians are inactive (1T), 10% of civilians are dead
6: Colossal Quake: 25% of Houses have been destroyed, 25% of civilians are inactive (1T), 15% of civilians are dead (Occurs in all home-nation cities)
Getting a 5 equals a Drought: Droughts lowers food, which can lead to deaths.
1: Warm Weather: No food shortage occurred
2: Heated Weather: 5% of food is not grown
3: Dry Weather: 10% of food is not grown
4: Arid Weather: 15% of food is not grown
5: Burning Weather: 20% of food is not grown
6: Blistering Weather: 25% of food is not grown (Occurs in all home-nation cities)
Getting a 6 equals a Disease: A disease can make civilians Inactive or Dead.
1: Common Cold: No one has been hurt
2: Mild Disease: 5% of Civilians are inactive (1T)
3: Notable Disease: 10% of Civilians are inactive (2T)
4: Dreaded Disease: 15% of Civilians are inactive (3T), 5% of Civilians are dead
5: Lethal Disease: 20% of Civilians are inactive (4T), 10% of Civilians are dead
6: Plague: 35% of Civilians are inactive (5T), 15% of Civilians are dead (Occurs in all home-nation cities)
*T- Turn
*Occurring in all home-nation cities. All cities in the nation feel the wrath of this disaster. City alignment does not matter. Example: City is owned by Nation 1, but is in Nation 2. City gets Plague, all cities in Nation 2 get the Plague.
Environments
Various topographies will determine a city’s ability to do things.
River Villages/Islands/Near Water have fertile soil
+10% Extra Farmed Food
Plains have many animals that are able to be hunted
+10% Extra Hunted Food
Mountains are easily defendable
+10% Military Effectiveness
Deserts have many resources
+10% Extra Mined Resources
Tundras are hard to attack
-10% Enemy Military Effectiveness
Snowed-in Areas have a tendency to lose attackers
-10% Of Enemy Attacking Military become Dead Civilians.











City Development
All Cities have a max population, and will become subject to Unsanitary Conditions if they go over the population.
The starting area is a Village, which can upgrade. Colonies can only be produced in foreign lands.
Population Limits:
(Colony): 1000
Village: 2000
Town: 4000
City: 8000
Metropolis: 16000
Upgrading:
Colony to Village: 1000 Raw Materials
Village to Town: 2000 Raw Materials
Town to City: 4000 Raw Materials
City to Metropolis: 8000 Raw Materials











Research
Civilians can become researchers as to make things more efficient. The higher the technological percentage is: everything benefits.
Food, Raw Materials, Currency, Mining, and Soldier Effectiveness go up as Technology goes up.





















Battles
Soldiers are able to clash with one another.
An army is determined by two things: Numbers and Soldier Effectiveness.
A victor is decided by multiplying the Solider Numbers times the Soldier Effectiveness.
Example: Army 1 has 100 Soldiers with 10% SE, Army 2 has 75 Soldiers with 50% SE.
Army 1: 110, Army 2: 112.5 (113). Army 2 wins the battle, but loses 110 soldiers (left with 3 soldiers). (The winning army’s number is subtracted from the losing army’s number to determine the number of the winning army’s living soldiers).



















Traveling
All units travel.
Civilians (soldiers included) can travel to other cities and other areas such as foreign lands.
It takes 1 turn to go 10(</=) Kilometers on land.
It takes 1 turn to go 50(</=) Kilometers on water.



















Religions
Religions mainly take place in colonization or imperialism.
In the case that religions are the same, discrimination levels go down (Major).
In the case that religions are different, discrimination levels go up (Major).





















Languages
Languages mainly take place in colonization or imperialism.
In the case that languages are the same, discrimination levels go down (Minor).
In the case that languages are different, discrimination levels go up (Minor).




(More will be added as more thoughts and ideas are processed)
Dishonored
Dishonored

Posts : 857
Join date : 2014-02-08
Age : 22
Location : Somewhere you don't know

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