LibArc Games: Kingdom Builder (Codename Planitia)

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frigidmagi
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#26

Post by frigidmagi »

You're not allowed to send troops to an ally in another Kingdom, how's that?
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#27

Post by B4UTRUST »

With the game originally you couldn't do that. You could sent supplies(gold, magic runes, food, soldiers) to other people within your own kingdom, but not to another kingdom even if you were allied with them. The game was about making it with your kingdom, not assisting another one.
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#28

Post by Dark Silver »

The entire idea of the game is the Kingdom your Province is located in, is your allience. You will be allowed to send troops, food, gold, pretty much any physical resource in your kingdom, to another province in your kingdom.

There will be, at least, a rudamentary diplomatic option in the game, which allows the kingdom to declare a state of War or Peace against a entire kingdom (which the kingdom gets a bonus to attacks during the State of War, or a defensive bonus during times of peace).

Also, I'm thinking of possibly a third option in diplomacy, a "ally" setting, which will allow kingdom's to form loose alliences. Provinces in allied kingdoms would be able to send aid to provinces in the other kingdom, as long as thier allied.
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#29

Post by Ace Pace »

Dark Silver wrote:This is a quick Design Documentation I've written up tonight, giving some ideas of what I wanted done. It's not the most organized, or legible unfortunatly, but it definatly gives basic ideas that can be expanded upon, and sprouted from.


--------------------------------


Kingdom Builder Design Document (Temp Project Name)

Game Name: Undecided, open for suggestions

Setting: Fantasy (with perhaps small steampunk elements. Setting is still open.)

World: Unnamed world, NOT EARTH! (open for suggestions)



I. Kingdom

1. Player is placed in control of small province, approximatly 150-400 units in size (aiming for "acres" or "tesapattes" as land unit).

2. Player starts off with "x" amount of resources, enough to start thier province off, build up available land, train soldiers, explore more land, put study into various sciences.
3. Province is one in a group of up to 25, within a Kingdom. Provinces work together in the kingdom to make thier "team" strong enough to utilize the War function for communal growth.
Alright, backup.

Basicly, what I see as the problem here is number 3. while we'd all love an ideal system where you have a group of people working well together for a commom goal, far more commom is having a bunch of people forced together into helping each other, an alternate system could be thus.

Each player recieves a province, made up of land(tiles, simple amount of square feet, whatever), he has the ability to join with others to create kingdoms, kingdoms must be made by provinces all interconnected(or not), this allows for kingdoms to rise and fall as players see what is going on, see maybe a better place.

The real question in this case is how does expansion occur? Does each area live in its own land, I.E expansion dosn't affect other regions, or is it all interconnected? Interconnected could cause issues, such as a province suddenly taking over all of another players space, wiping him out, which might not be that fun.

For the above, notice that most sucessful online games make sure that no loss will destroy you, you always have a chance to recover, and it's importent to have that.

I have to leave so I'll return and expand.
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#30

Post by frigidmagi »

No one said you couldn't attack members of your own Kingdom Ace.
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#31

Post by Ace Pace »

Yes, but I see it as far more logica and easy to use if the base unit was a province, and kingdoms being playergroups that can form and unform at will, rather then(as I understood the design doc) being predeterminated groups of players.
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"Do we think Israel would be nuts enough to go back into Lebanon with Olmert still in power and calling the shots? They could hook Sharon up to a heart monitor and interpret the blips and bleeps as "yes" and "no" and do better than that, both strategically and emotionally."
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#32

Post by Hotfoot »

You could simply say that it's a crazy fantasy world where each kingdom is a floating island, and invasions attempt to actually grab land from other islands to add to your own, and alliances actually manuever into the same general location, or something like that.

My point with diplomacy was to make it an actual game mechanic, resulting in making covert warfare playable in a way similar to overt warfare. It would give smaller players a chance to peck away at larger alliances.
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#33

Post by Ace Pace »

Hotfoot wrote:You could simply say that it's a crazy fantasy world where each kingdom is a floating island, and invasions attempt to actually grab land from other islands to add to your own, and alliances actually manuever into the same general location, or something like that.
I like this alot, this solves alot of gameplay issues that could crop up, and simply code.
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Mayabird:You see what this place does to us? It's like how Eskimos have their 16 names for snow. We have to precisely define what shafting we're receiving.

"Do we think Israel would be nuts enough to go back into Lebanon with Olmert still in power and calling the shots? They could hook Sharon up to a heart monitor and interpret the blips and bleeps as "yes" and "no" and do better than that, both strategically and emotionally."
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#34

Post by Dark Silver »

The gameworld will not have a map. Each Kingdom will be grouped with other kingdom's on a continent/island like landmass, each kingdom is differeniated further into the respective provinces. No one says you have to co-operate with the other provinces in your kingdom, infact, I'm counting on provinces not all co-operating withthe others in the kingdom, to provide a civil-war type atmosphere.


Or if you want to go further, eliminate the kingdom mechanic all together. Make each province thier own country, with an allience type mechanism allowing for coalitions, and what not.

But to do that, would eliminate some of the ideas I have for kingdom gameplay.
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#35

Post by Dark Silver »

Hotfoot wrote:You could simply say that it's a crazy fantasy world where each kingdom is a floating island, and invasions attempt to actually grab land from other islands to add to your own, and alliances actually manuever into the same general location, or something like that.

My point with diplomacy was to make it an actual game mechanic, resulting in making covert warfare playable in a way similar to overt warfare. It would give smaller players a chance to peck away at larger alliances.

That's basically what the idea would be, Kingdom's would be formed of up to 20-25 provinces, a group ofkingdoms (probably 20-25 to reflect the provinces) would form a "island". These islands are free floating, and any land you claim from combat or exploration, would roll over into your province, making your province and by extention, the kingdom bigger.

There's not going to be a set map of graphical type
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#36

Post by B4UTRUST »

Hotfoot, covert warfare is capable through such actions as magic attacks and theif attacks. Such attacks include kidnapping peasents(no peasents no gold no soldiers), assassinating soldiers, sinking boats, killing mages, stealing gold, stealing magic runes, stealing sciences(library materials), killing horses, stealing food, etc.

You could also fireball the hell out of a province and slaughter thousands of their peasents. You could cast a spell of blight that their farms wouldn't produce food or less of it. You could hit them with lightning bolts and burn their buildings or destroy their magic runes for spells. You could have their gold turn to fools gold with an alchemy spell.

There are ways to do it without the diplomacy option you're talking about. Diplomacy is more along the lines of a kingdom wide action against another kingdom. You don't need diplomacy if all you're doing is a single landgrab attack against another province.

However, for a kingdom diplomacy option to work you have to have a kingdom "diplomat". This has been known by various names such as Regent, King/Queen, Monarch, Etc. They obtain their status as such by either A) being elected as the kingdom "ruler" with a 50% vote of current kingdom members(you would be able to change your vote at any time to another person if needed), or by din of fact of having at least 50% or more of the total networth of the kingdom itself. If one province has say 65% of the total networth they are ruler by default due to size and prosperity.

The title is usually granted a bit of a bonus as well, to the tune of 5-10% bonus on monetary gains through the peasents and 10% food production or something similar.

As for the selecting your own kingdoms that takes away from a bit of the challenge of the game. You have to succeed on your own as well as with your kingdom since both are measured. If you're able to select your kingdom and join or leave at any time of course you'll end up with your friends and you'll work great together, etc. It's not a challenge to have to work together. By randomly throwing people together you encourage the promotion of teamwork and allow diversity to come forth. New players that you're not familer with can bring new playing styles to the game, new strats and such. You also have to learn to get along or you'll all quickly be wiped out by a stronger more unifed kingdom that has their act together. You may not neccessarily like everyone you're grouped with but it does neccessitate the need to attempt to work together. You can civil war all day long in interkingdom warfare. But then a big kingdom declares war on you to get the bonuses and slaughters you all wholesale because you were not unified on the war front.

What really gets messy however is when you're engaged in multiple wars with multiple kingdoms.

To suggest something similar to Ace's idea while still keeping with the random kingdoms: Alliances/clans/groups, etc. This would actually work out better for you if you can pull it off. But remember others would be doing this as well. You can get all of your friends and allies in one alliance even though you all are spread over 40 different kingdoms. Often times when a kingdom has a strong alliance membership they will involve themselves in the alliance affairs more.

Of course this also leads to alliance wars which are a whole other level of warfare all together. Instead of warring with a kingdom or two at a time you suddenly have 40 different kingdoms in an all out war with each other. Sadly half the time most of the kingdoms don't really know WHY this is happening, only that it IS happening. Especially if the ruler of a kingdom is an alliance member and another alliance declared war against his. He may declare war on a seemingly random target, though in actuality it is another alliance kingdom.

Alliances are not an actual game mechanic, simply an outside forged force that comes together in an agreement of cooperation. Alliances are an inevitability, though are not encouraged. What is encouraged is cooperation on a kingdom level and potentitally an island/continental level. Not a multi kingdom multi island alliance level. And why are alliances not encouraged? :lol: Because then you get shit like the AV(Attacking Vikings), the 666, HEL, The Four Horsemen, etc. Alliances formed by a core group of players in the beta and first ages of the game that stay and continue to grow. So by the time the 7th age rolls around you've got clans with memberships numbering in the hundreds or in a few insane cases, thousands, spread throughout a metric fuckton of kingdoms. Which leads to insane alliance wars that destroy any sort of balance and fairness in the game itself.
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#37

Post by Dark Silver »

Currently working on the Design Document V1.1.2

Hopefully, this will give a better idea of what needs fleshing out, and give ideas for further suggestions for refinement.

Below is design document V1.1.1, which is a fleshing out of someparts of Document V1.1

Any suggestions will be appreciated, when it comes to possible systems, things that can be done for current systems, races (which include which advantages/disadvantages the races should have), etc.

Spacing and adjustments have been made to accomodate ease of reading.
-----------

Kingdom Builder Design Document v1.1.1
Project Name: LibArc Kingdom Builder (Code Name: Planitia)
Setting: Fantasy with some Steampunk influence
World: Unnamed world, NOT EARTH! (open for suggestions)

Basic Design:
1) Kingdom's are set up across various landmasses, henceforth termed Islands. There are ten Kingdoms to a Island, ten Provinces per Kingdom.



Kingdom:
1) Kingdom is a group of up to ten provinces. Each province controlled by a player.

2) Kingdoms are lead by a Regent, a Province chosen by the other Provinces to be in Executive Charge of the Kingdom.

3) Powers of the Regent:
__a) Declares states of War and Peace with other Kingdoms
__b) Decides building of Kingdom Super Weapons (ex: Dragons, Golems, etc)
__c) Can send Mass Messages to Provinces in Kingdom.
__d) Regents are voted in by majority vote of thier Kingdom or by having more than 50% of the Kingdom's Networth.
__e) Regents Reward: Gains a bonus to Income, Population and Food Production.
___1) If the Regent is voted in, they gain thier Regent Rewards Bonuses. If they obtain Regency via their size, they do not gain the bonus.

Provinces:
1) Provinces are alotments of 300 units of land, under the control of the player.

2) Each Province starts with 60 Units of Developed Land (30 Houses and 30 Farms) to provide for thier population, 250 soldiers to explore new lands or military needs, and a small amount of money to aid in construction of land improvements, exploration of new lands, or learning of sciences.

A) Population and Taxation:
1. Peasentry is the lifeblood of a kingdom. Without peasents, there can be no recruitment for army, no income via taxation, no one to work the fields for food. Province Population is therefore a important part of the experience.
__a) Population can be affected by immigration or birth/death rates. Kingdoms with poor levels of housing per unit of land will have lower maximum population.
__b) A population without jobs cannot pay taxation. Income of peasents will be a constant which is a average of all conceivable income of peasents.

2. Taxation Rate is the percentage of peasents daily income which will go back to the Province's coffers. Tax money goes back into the province to pay training feeds, construction of improvements on baren land, purchasing of sciences, or towards aid to other provinces in your kingdom.
__a) Taxation will be a player controlled variable. To high of a taxation rate will have a inverse affect on peasent "happiness" and thus can affect speed at which troops are trained, improvements are built, etc etc.

B) Expanding Provinces
1. Provinces may expand borders two ways, one through Exploration of lands availanle in the Global Explorable Land Pool (henceforth referred to as the GELP)
__ a) Land obtained in this way requires the funding of a exploratory expedition. These will cost X amount of soldiers and Y money per acre.

2. GELP is set to a fix amount each round. No new lands will be added to the GELP between start of rounds.

3. The GELP represents all unclaimed land in the world. Lands for new provinces are not included in the GELP, as these are already factored into the size of Kingdom's and Islands.

4. Once the GELP is depleted, there will be no new land for exploration. To accomodate this, the GELP will be a significant amount, more than likely numbering in the millions of acres.

5. As land in the GELP decreases, there maybe a chance of encountering exploratory forces from other kingdoms.
__a) there will be a small chance of conflict at this point, which will mean reduced land coming from the expadition.

6. Beyond the GELP and Exploration, new lands maybe acquired through performing Conquest Attacks on other provinces.
__a) see Section - Military Actions

C) Improvements
1. Baren land produces nothing. All explored land begins as baren land.

2. Built land provides more networth for your province than baren land.

3. Different Improvements offer different bonuses to your province.

4. By paying the peasents extra wages, you may cut build time of improvements in half
__a) While all buildings will "house" peasents, only Houses will allow for a increase in maximum population. These other buildings only provide temporary housing for a reduced number
__b) There is a cap on how much of a bonus you will receive from Improvements. Bonuses are calculated via percentage of land devoted to the building type and total size of your province in acres.
___1) Example: Houses, when built, provide housing for 30 currently homeless or new peasents, while non-house Improvements provide temporary housing for only 3 current peasents. Thus if all peasents currently have housing, building 10 acres of new Houses will allow for a additional 300 new peasents, while building Shipyards would only provide "housing" for 3 current members of the peasentry.

5. Types of Improvements (names are not fixed)
__a) Housing - Increases the Maximum Population of your Province. Allows for the housing of "X number" of Peasents.
__b) Lumber Mills - allows for the quicker production of lumber for new improvements, lowering build time.
__c) Farms - Produces food to feed your population. Each Farm will produce "X" amount of food per day.
__d) Banks - Produces extra income per day, increases income slightly, and increases difficulty of theivery operations involving money.
__e) Homes Increases your maximum population by 5
__f) Training Grounds - Increase Offensive Military Power
__g) Armouries - Decrease Military Training Costs and wages per soldier
__h) Barracks - Decreases time for armies to return home after battle
__i) Forts - Increase Defensive Military Efficiency
__j) Guard Stations - Decrease amount of resources (food, money, etc) lost in conflict
__k) Hospitals - Decreases loss of military in battle
__l) Chantries - Increases chance Mage training, Produces "X" Shards for day (spellcasting)
__ m) Thieves' Guild - Allows for training of Theives, Lowers cost of training theives, improves success rate of Black Ops
__n) Watchtowers - Improves chances of catching/stopping Black Operations, Allows possibility of identifying theives
__o) Libraries - Protects from Loss of Sciences in "Learn" Attacks, Lowers cost of learning new sciences
__p) Universities - Produce 3 Science Points per Day
__q) Stables - Produces and houses warhorses for offensive attacks (max 80 horses per stable)
__r) Shipyards - Produces Warships for attacking provinces on other Islands
__s) Dungeons - Used to house Prisoners captured during battle (maximum 150 prisoners per dungeon)
Last edited by Dark Silver on Sun Jul 30, 2006 8:12 pm, edited 1 time in total.
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#38

Post by Ace Pace »

Time unit, what kind of time unit are we looking at? 24 hour period to replenish actions? 24 hour period for birth rate/death rate cycle to affect?
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#39

Post by SirNitram »

Since we're going with fantasy, we can play around with alot of things. Should there be a building/research for magics that could be used? Say a building that channels the energy needed to chuck spells?

I'll muse on what options a magical society could have in warmaking.
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#40

Post by B4UTRUST »

Originally mage guilds and mage towers produced the runes for magic. Runes were perishibles that were used up in the casting of a magic spell. They were also a stealable item and a tradeable item. If you have insufficent magic runes to cast a spell you cannot cast it. Also, mages after a time would get tired and be less effective at casting spells, causing more chances of failure, etc.

As for units of time, each hour is a day, 24 days in a month, one year lasting 7 months. Or thereabouts. This gives you approximately 10-12 calender years per round, equaling out to approximately 3 months real time. Each hour you get an income of food, runes, gold, etc. Everything is measured in days from building times to army return times, to magic spell lengths. Each day would replenish the effectiveness and efficency of your mages and thieves. Each day also brings you two turns. A single spell would use one turn as would a single theif operation. Attacks, depending on the type, might require more turns. Exploring for new land also uses up turns.
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#41

Post by Ace Pace »

Thats too little turns for anything interesting, this would end up a very very slow game unless people start with a rather large amount of turns.
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Dorsk 81: this is why I support the separation of Aces eyebrow's, something that ugly should never be joined

Mayabird:You see what this place does to us? It's like how Eskimos have their 16 names for snow. We have to precisely define what shafting we're receiving.

"Do we think Israel would be nuts enough to go back into Lebanon with Olmert still in power and calling the shots? They could hook Sharon up to a heart monitor and interpret the blips and bleeps as "yes" and "no" and do better than that, both strategically and emotionally."
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#42

Post by B4UTRUST »

initial starting turn count is 50 or so.

But then again Ace the game isn't neccessarily an exercise in micromanagement. You can easily go away for a day or two and your province will be fine.
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#43

Post by Dark Silver »

For "turns" the only thing they'd be useful for is the Spellcasting and Black Ops, as Scott has already said. This we can figure another mechanic beyond "turns" which is self replinishing (replinish "X" amount per hour), which will allow you to get a adequate amount of Black Op's done.

For Spellcasting, you dont need turns, really...a mechanic measuring the amount of rest, as well as a limit on the resources for spellcasting can be implemented, similar to the theives
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#44

Post by Dark Silver »

Design Document Version 1.2.0 - Updated 8-2-06

Updated and fleshed out with as much base info as I can.

Parts I can still use suggestions on:

Mages, how they work, what spells they cast and the spell effects

Races: along with bonuses and weaknesses.

anything else you think we can work code for in the Alpha and Beta, without it being to complex/out there.
Kingdom Builder Design Document v1.2.0
Project Name: LibArc Kingdom Builder (Code Name: Planitia)
Setting: Fantasy with some Steam punk influence
World: World Unnamed,

Basic Design:
1) Kingdom's are set up across various landmasses, henceforth termed Islands. There are ten Kingdoms to a Island, ten Provinces per Kingdom.
2. To figure bonuses, Percentages are calculated by ratio of improvement type to total land. Bonuses are always capped at a maximum.


Kingdom:
1) Kingdom is a group of up to ten provinces. Each province controlled by a player.
2) Kingdoms are lead by a Regent, a Province chosen by the other Provinces to be in Executive Charge of the Kingdom.
3) Powers of the Regent:
_a) Declares states of War and Peace with other Kingdoms
_b) Decides building of Kingdom Super Weapons (ex: Dragons, Golems, etc)
_c) Can send Mass Messages to Provinces in Kingdom.
_d) Regents are voted in by majority vote of their Kingdom or by having more than 50% of the Kingdom's Networth.
_e) Regents Reward: Gains a bonus to Income, Population and Food Production.
__1) If the Regent is voted in, they gain their Regent Rewards Bonuses. If they obtain Regency via their size, they do not gain the bonus.

Provinces:
1) Provinces are allotments of 300 units of land, under the control of the player.
2) Each Province starts with 60 Units of Developed Land (30 Houses and 30 Farms) to provide for their population, 250 soldiers to explore new lands or military needs, and a small amount of money to aid in construction of land improvements, exploration of new lands, or learning of sciences.

A) Population and Taxation:
_1. Peasantry is the lifeblood of a kingdom. Without peasants, there can be no recruitment for army, no income via taxation, no one to work the fields for food. Province Population is therefore a important part of the experience.
__a) Population can be affected by immigration or birth/death rates. Kingdoms with poor levels of housing per unit of land will have lower maximum population.
__b) A population without jobs cannot pay taxation. Income of peasants will be a constant which is a average of all conceivable income of peasants.
_2. Taxation Rate is the percentage of peasants daily income which will go back to the Province's coffers. Tax money goes back into the province to pay training feeds, construction of improvements on barren land, purchasing of sciences, or towards aid to other provinces in your kingdom.
__a) Taxation will be a player controlled variable. To high of a taxation rate will have a inverse affect on peasant "happiness" and thus can affect speed at which troops are trained, improvements are built, etc etc.

B) Expanding Provinces
_1. Provinces may expand borders two ways, one through Exploration of lands available in the Global Explorable Land Pool (henceforth referred to as the GELP)
__a) Land obtained in this way requires the funding of a exploratory expedition. These will cost X amount of soldiers and Y money per acre.
_2. GELP is set to a fix amount each round. No new lands will be added to the GELP between start of rounds.
_3. The GELP represents all unclaimed land in the world. Lands for new provinces are not included in the GELP, as these are already factored into the size of Kingdom's and Islands.
_4. Once the GELP is depleted, there will be no new land for exploration. To accommodate this, the GELP will be a significant amount, more than likely numbering in the millions of acres.
_5. As land in the GELP decreases, there maybe a chance of encountering exploratory forces from other kingdoms.
__a) there will be a small chance of conflict at this point, which will mean reduced land coming from the expedition.
_6. Beyond the GELP and Exploration, new lands maybe acquired through performing Conquest Attacks on other provinces.
__a) see Section - Military

C) Improvements
_1. Barren land produces nothing. All explored land begins as barren land.
_2. Built land provides more Networth for your province than barren land.
_3. Different Improvements offer different bonuses to your province.
4. By paying the peasants extra wages, you may cut build time of improvements in half
__a) While all buildings will "house" peasants, only Houses will allow for a increase in maximum population. These other buildings only provide temporary housing for a reduced number
__b) There is a cap on how much of a bonus you will receive from Improvements. Bonuses are calculated via percentage of land devoted to the building type and total size of your province in acres.
__c) Example: Houses, when built, provide housing for 30 currently homeless or new peasants, while non-house Improvements provide temporary housing for only 3 current peasants. Thus if all peasants currently have housing, building 10 acres of new Houses will allow for a additional 300 new peasants, while building Shipyards would only provide "housing" for 3 current members of the peasantry.
_5. Types of Improvements (names are not fixed)
__a) Housing - Increases the Maximum Population of your Province. Allows for the housing of "X number" of Peasants.
__b) Lumber Mills - allows for the quicker production of lumber for new improvements, lowering build time.
__c) Farms - Produces food to feed your population. Each Farm will produce "X" amount of food per day.
__d) Banks - Produces extra income per day, increases income slightly, and increases difficulty of thievery operations involving money.
__e) Homes Increases your maximum population by 5
__f) Training Grounds - Increase Offensive Military Power
__g) Armories - Decrease Military Training Costs and wages per soldier
__h) Barracks - Decreases time for armies to return home after battle
__i) Forts - Increase Defensive Military Efficiency
__j) Guard Stations - Decrease amount of resources (food, money, etc) lost in conflict
__k) Hospitals - Decreases loss of military in battle
__l) Chantries - Increases chance Mage training, Produces "X" Shards for day (spell casting)
__m) Thieves' Guild - Allows for training of Thieves, Lowers cost of training thieves, improves success rate of Black Ops
__n) Watchtowers - Improves chances of catching/stopping Black Operations, Allows possibility of identifying thieves
__o) Libraries - Protects from Loss of Sciences in "Learn" Attacks, Lowers cost of learning new sciences
__p) Universities - Produce 3 Science Points per Day, Increases Maximum Sciences Value
__q) Stables - Produces and houses warhorses for offensive attacks (max 80 horses per stable)
__r) Shipyards - Produces Warships for attacking provinces on other Islands
__s) Dungeons - Used to house Prisoners captured during battle (maximum 150 prisoners per dungeon)

D) Military
_1. Each Province will be required to recruit from it's Population in order to build it's military via a Draft Mechanic
__a) Citizens are recruited at a proportionate rate until the specified Population Percentage is apart of the military
___1) Example: Player sets his Draft Rate at 20%. Every hour .5% of the population (rounded up) is recruited into Soldiers (basic military Unit) until it reaches the 20% Population drafted.
_2. Provincial Military is made up of three types of units, Defensive , Offensive , and Elite.
__a) Defensive Unit - stay "at home" within the province, and have no attack value
__b) Offensive Unit - have only a Offensive Value, do not count towards provincial defense
__c) Elite Unit - Has both a Defensive and Offensive Value, though the two may not be equal. May be used for attacks, or for defense.
__d) Each Unit type has it's own costs associated with training. Elite units have the higher cost since they have both defensive and offensive value.
_3. Armies are formed from standing military, and sent out to attack another province Each army must be headed by a General.
__a) Generals are elite units which command all military matters for the Provincial Lord. They have no value themselves, but give a bonus to a armies offensive value.
__b) Multiple Generals may be sent out with a Army, pooling their bonuses to improve the Army's chance of winning. Sending to many Generals may actually cause a decrease in bonuses (using: to many chefs ruin the stew logic).
_4. Attacking Armies may be reinforced by use of Mercenary Units.
__a) Each Mercenary Unit will count as a Special Unit, which will not affect your logistics. They come with their own horses and ships (these are covered in the "hiring cost").
__b) Mercenaries are individuals who sign up temporarily to your army, assisting you in battle, for a "hire fee" and a percentage of the spoils.
___1) The amount of mercenaries that can be hired per "army" will be no more than 1/6 the amount of troops being sent to attack.
___2) Casualties from Mercenary Units will be calculated first, then cease after 75% of their original number has been eliminated.
___3) After a battle, Mercenaries will take a percentage of all non-land "spoils". The networth of any land spoils obtained through combat will be calculated, and a percentage (no more than 25%) of this will be taken from the spoils of war.
_5. Types of Combat
__a) Conquest - Attack made for one goal; taking of enemies land and any holdings on those lands and adding to original province. Even if not fully successful, a small portion of the province may be subsumed.
__b) Raze - Attack which destroys the land it "claims", reducing the size of the target province.
__c) Plunder - A attack which focuses on the storehouses and banks of a province, stealing food, gold, etc.
__d) Plunder Knowledge - attacks a opponents Universities and Libraries, stealing and or destroying knowledge from opponent.
__e) Counter Assault - If you have recently suffered a attack, you may select to attack the army enroute to thier home (if you attack before their "rest period" is complete) and retake a portion of the captured land/spoils.
__f) Massacre - Attack which razes housing and slaughters peasents in the target province.

E) Sciences
_1. Sciences begin at 0% Money invested in study of individual sciences will increase the amount of learning.
_2. Total Maximum amount of Sciences will increase as a province increases size, as well as ratio of (total land : acre of Universities built.)
_3. Bonuses obtained through advances of Sciences will have a maximum cap.
_4. Types of Sciences:
__a) Alchemy - Increases "daily" income
__b) Industrialization - Decreases build time of improvements, decreases cost of improvements
__c) Agriculture - Increases the amount of food grows, decreases decaye rate of stored food.
__d) Housing - Increases the number of people who live in houses
__e) Logistics - Increases the number of soldiers able to be fielded in InterIsland combat
__f) Military - Increases defense and offensive value of military, increase gains through combat
__g) Black Ops - Increases the successrate of Black Operations
__f) Mystic - Increases the power of spells, increasing damage or bonuses, as well as length of effect

F)Magic
_1. Spells strength is always figured by ratio of Trained Wizard to total landmass of province. (Ratio W:A)
_2. Spell Defense is also figured by ratio W:A, the higher the ratio, the harder for opponent spells to succed against player province
_3. Spells are Universal amoung all races, all players have access to 90-95% of the spells.
__a) Some races have race-specific spells which, while not offsetting, gives them some utility. These spells should be related to thier background/racial aptitude.
_4. Some suggest spells:
__a) Spell which gives "X" amount of gold per casting, where X is Daily income * Ratio of Wizards to Acre / .75
__b) spell which increases production of food for "Y" hours per casting.
__c) Spell which allows a player to see general information of opposing province
__d) spell which increases repoduction rate for x hours.
_5. Wizards have a "energy rate", which measures how tired spells make them. The guage should start at 100%, and decrease as spells are cast. The higher the W:A the less "tired" Wizards get after casting spells.
_6. Wizards should have some renewable physical resource they produce, to assist in casting thier spells.


G) Black Ops
_1. Black Ops are performed by theives.
__a) like Wizards, Theives have a "rest" gauge. This gauge decreases as more operations are performed, lower the percentage, the harder for operations to succed.
_2. Theif to Acre (T:A) ratio decides success and defensive rates for a province.
_3. Example black operations
__a) Assassinate - Used to assassinate soldiers, wizards or generals
__b) Kidnapping - steals peasents from oppossing province
__c) Steal - Theives attack oppossing province foodstores, coffers and Wizard towers. Steals portion of supplies stored.
__d) Spy on Military - Reveals current status of opponent military, how long armies will be "out", how much are at home, etc.
__e)Infiltrate - Infiltrates enemy Thieves, informs to number they possess.
Last edited by Dark Silver on Wed Aug 02, 2006 8:07 pm, edited 2 times in total.
Allen Thibodaux | Archmagus | Supervillain | Transfan | Trekker | Warsie |
"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
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SirNitram
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#45

Post by SirNitram »

Since anyone can throw together an elf/dwarf/etc race...

The Unbound(Yea, the name could use work)

Golems, animated objects, and other created workers by mages, now free of their creators.

Bonus: +20% Defensive Power. Hard to destroy.

Penalty: -20% Reproduction. Don't reproduce normally.

Defensive unit: Living Wall.
Offensive unit: Juggernaught.
Elite: Golem.
Kingdom Superunit: Colossus.
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B4UTRUST
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#46

Post by B4UTRUST »

Couldn't you also equally use summoned elementals for them?

Since they're summoned creatures wouldn't that also limit their magic ability?
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SirNitram
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#47

Post by SirNitram »

B4UTRUST wrote:Couldn't you also equally use summoned elementals for them?

Since they're summoned creatures wouldn't that also limit their magic ability?
That's the main reason I didn't add in summoned critters; those tend to evaporate back home, thus not really being able to set up villages of their own.
Half-Damned, All Hero.

Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.

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#48

Post by Tasoth »

Do not go the route of D&D myth. If we're going to be using Albs/Sidhe and the various wee folk, go from actual myth and not what D&D has built up. Farming to feed your army and workforce should be more important then actually raising an army as you tend to have more of a support base then military base in real life. Doesn't mean you shouldn't exclude the option to force a muster and conscript a truck load of your working class into military service. I'd also prefer that none of the races would actually be the ol 'WE R T3H ANCEIT AND FOLLEN RACE! RAR!!!11!!1' cliche bullshit. If you've fallen, stay the fuck down. Doesn't mean elves and what not can't populate the realm, but they should be more youthful, vibrant and fuck a recruit penalty.

I'd like to see a monkey race, personally, especially one based of the Ramayama myths.
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#49

Post by Dartzap »

I dont suppose theres the possibility that you can play it so you can have an Economic stratagy, right? I often find that for direct fighting and land grabbing is a damn sure way of getting your nads kicked in by the bloke you just nicked the land from, but if your able to make yourself self-sustainable enough to actually make large armies without stomping on someones testicles, it can get more intresting.
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#50

Post by Dark Silver »

Clarification requested Dart, concerning that.

a Economics is apart of the kingdom ruling as it stands..you have to set taxation rates, decide what your spending on, etc etc.
Allen Thibodaux | Archmagus | Supervillain | Transfan | Trekker | Warsie |
"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.
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