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[MOB] OneEyedBadger

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Oct 30, 2018, 3:26:47 AM10/30/18
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The Ways of the World (OneEyedBadger Edition)



Note: Introduces the concept of ‘basic’ units and ‘elite’ units. Basic units can be built right away once acquired, whereas Elite units require a Domestication or other construction/technology in order to build.

Note: Introduces the concept of ‘Shared Abilities’. The benefits of certain specific abilities can be extended to other players during your turn.



New Abilities Introduced/Altered;

Alchemy: Once per turn you can transform any one resource into a different resource by spending $600. Game Mechanically the original resource, and $600 wealth, are lost and you gain the new resource.

Automated Defenses (City/Fortress Add-On): Costs $300 to add to the city or fortress. If this location is attacked then the Automated Defenses activate and the attackers take 100 damage before combat begins. This effect negates Death Blow (as it kills the unit prior to combat).

Cause Unrest (Plot): The Secret Society causes Disorder in the target location with a strength equal to its size, however the Secret Society is destroyed in the process.

Create Tribe: You create a Tribe at the chosen location, and the Tribe will have a ZOC similar to that of a Fortress, City, or Campsite. The cost to create the tribe is equal to (X*$600)+$300 with X being equal to the current number of tribes you have. Each turn the Tribe will produce 1 resource from among those within its ZOC. Unlike cities, Tribes do not triple the losses of attackers and can only have add-ons that are specifically allowed.

Death Blow: This unit will always get a chance to attack in combat, even if killed by a combat-triggered Smite, First Strike, or other effect that would cause it to be destroyed prior to dealing damag during combat. Automated Defenses negate this ability as the unit is specifically destroyed prior to the beginning of combat.

Disorder: If a location suffers from this effect is can lose units, or even be destroyed completely if the Disorder is strong enough. Whatever causes this effect will give its strength, and Disorder will ‘attack’ the location and inflict damage equal to that amount, with the damage assigned as per the GM’s whim. The cost to destroy something is equal to the cost to replace it.

Divine Blessings: Every 10 points you have in your Karma Pool at the beginning of your turn generates 1 Wealth that must be spent the turn it is recieved.

Divine Smite: You can ask the gods to smite your foes, and up to 50% of your Karma pool is spent to inflict damage on another player’s assets, as determined by the GM. For every point of Karma expended the target loses $1 in assets. The cost to destroy a city is equal to the amount of wealth required to replace it.

Draft Militia (Law): You immediately gain 100 T1 Citizen Militia that can only be used to Defend this location. Surviving Militia are disbanded immediately prior to your next turn (one-turn use only).

Druidic Circle (Tribe Add-on): Costs $300 to build on a Tribe. The Tribe and all units within its ZOC are protected by the Old Gods and the effects of any Divine Smite, Sorcerous Smite, and/or Disorder are reduced by 300 points before having an effect.

Embezzle Funds (Plot): Your Secret Society produces $1 in Wealth for each 3 points of size it has.

Emergency Tax (Law): Gain $100 in Wealth immediately

Experimental Labs (City Add-On): Costs $300 to add to a city. Generates 100 wealth each turn, and this location gains access to the Mad Scientist ability.

Guild (City Add-On): Costs $300 to construct, can be built in locations you do not control at double the cost ($600). Each turn the Guild generates 100 Wealth.

Healing: This unit reduces friendly losses by 2 Toughness.

Hidden Lair (Fortress/City Add-On): Costs $300 to add to a city or fortress). Units defending this location temporarily gain the ‘Infiltrate’ ability, do not retreat if defeated in combat or if the location is Subverted (survivors use the Infiltrate ability and remain in the captured location). If the Infiltrated units leave the location with the Hidden Lair they also lose their Infiltration ability (unless they innately possessed it).

Impervious: This unit does not die from damage less than it’s Toughness (it ignores damage taken that is less than it’s Toughness).

Infiltrator: This unit can choose to ‘infiltrate’ a location instead of attacking it directly. Infiltrated units gather intelligence on the location and it’s ZOC, and if the combined Toughness of the infiltrated units equals or exceeds the wealth cost required to replace the location, then the Infiltrated units can be exchanged to instantly gain control of the target location via the Subversion Order.

Inquisition (Law, Shared Ability): You may now assign your units a special Attack Order targeting foreign units with the Infiltrator special ability within this city’s ZOC and/or reduce any Secret Socieities by an amount equal to their combined Toughness). If used as a Shared Ability BOTH you and your ally must specify which allied location this ability will affect.

Karma: You can spend wealth to gain Karma, with each wealth spent increasing your Karma by +1. Karma pool reduces losses in combat, is used to offset effects of Smites, and can negate Sabotage & Curses.

Legal Forum (City Add-On): Costs $300 to add to a city. Each turn you can choose to pass a Law at this location (see Rule of Law). A Legal Forum can only pass one Law per turn per location.

Mad Scientist: You can choose to put a Mad Scientist in charge of your Experimental Labs. If you do you immediately gain 1 or 2 random resources (50-50 of either result), however the Experimental Labs is destroyed and your city will be affected by a strength 600 Disorder event.

Mead Hall (City Add-On): Costs $300 to add to a city. The city, and all units within its ZOC, cannot be affected by Disorder. Furthermore, the Mead Hall automatically produces 100 wealth each turn.

Mills (City Add-On): Costs as much to add to the city as it would cost to build a new city. The city now produces 2 resources instead of 1 each turn.

Nature’s Balance: When you Hunt wild game you never risk depleting the resource (there is no % chance the wild game resource is lost). You are still limited to a maximum of $100 wealth per location, per turn, however.

Rage of the Gods: Choose one location you are attacking this turn. Your warriors will NEVER run from that battle, and will keep attacking until they are slain or their opponents flee.

Relocate HQ (Plot): Move your Secret Society from its current location to a different one. If another Secret Society you control exists at the new location then they are combined into a single Secret Society.

Revolution (Plot, Shared Ability): Immediately convert your Secret Society into Cultists at the current location at the ratio of one T1 Cultist per 2 points of size the Secret Society possesses. These Cultists can be used on the turn of conversion to execute an Attack Order, Defense Order, or Infiltration/Subversion Order targeting their location. If used as a Shared Ability be sure BOTH you and your ally specify which location your Cultists will be defending/attacking together.

Rule of Law: Requires a Legal Forum. Choose one of the following Laws to put into effect; Emergency Tax, Inquisition, or Draft Militia.

Secret Society: You can establish Secret Societies in foreign cities at the cost of $1 per point of size assigned to the Secret Society. Each turn you can choose one of the following Plots for a Secret Society you control to execute at its current location; Embezzle Funds, Cause Unrest, Revolution, or Relocate HQ.

Sorcerer’s Smite: You can spend wealth to cast a spell that will rain destruction upon your foes. For every $2 you spend the target will lose $1 in assets, as determined by the GM. The cost to destroy a location (city, fortress) is equal to the amount of wealth required to replace it.

Spellgate (City Add-On): Costs $300 to build in a city. Units Defending this location, if not otherwise Attacked, will be used to Defend any other location that also has a Summoning Circle that is Attacked.

Stone of Odyn (City/Fortress Add-On): Costs $300 to add to a city or fortress. If this location is attacked and would be lost to the enemy then the following effects occur; The Stone is destroyed, fifty Bezerkers are instantly created at the location, and the Rage of the Gods special ability is activated on behalf of the defenders (meaning they now fight until slain).

Subversion: A special order available to units with the Infiltration ability. If the total toughness of the Infiltrating units equals or exceeds the cost to replace the target location the units executing this order are exchanged for control of the targeted location.

Locations that are subverted do not produce resources on the turn they are taken over (actually they do, but the original owner would have already done that on his turn sheet).

Units belonging to the player who lost control of the location, and any resources he may have stored there, could also be captured. Every point of toughness the Subverting units have in excess of the amount required to take the location will try to take over $1 worth of units. If all the units are taken, then every 100 remaining toughness worth of subverting units will take capture a single resource. Units and resources NOT captured are expelled to another friendly location of the GM’s choosing.

Summoning: You can use units you recruit immediately but you must pay double the normal cost. Such units cannot be used for any purpose other than Attacking or Defending a location, though they function normally on succeeding turns. Requires a Summoning Circle.

Temple Complex (City Add-On): Costs $300 to build in a city. The city and every unit within its ZOC is immune to Divine Smite and Sorcerer’s Smite effects.

Tribal Migration: You can choose to move a Tribe to a new location instead of producing a resource. If a Tribe moves the turn it is attacked then no battle takes place (the attackers find an empty campsite).

Zealous: This unit can be used the turn it is recruited but can only be assigned to Attack, Explore, and Defense Orders (it can never harvest, herd, mine, etc). It can still be exchanged to build a city.



The Way of the Spirit.

  • Gains Karma Pool ability

  • Gains Divine Blessings ability

  • Gains Divine Smite ability

  • Gains access to T1 basic unit (Fanatics) – Zealous, costs $1

  • Gains access to T3 basic unit (Temple Guards) – First Strike, costs $3

  • Gains access to T6 elite unit (Paladins) – Death Blow, Healing, costs $12

    (requires a Mount, so horses or chocobo domestication required)

  • Gains access to T20 elite unit (Angels) – Flying, costs $80.

    (requires Temple complex, max 1 built per Temple Complex per turn)

  • Gains access to Temple Complex construction



The Way of the Will

  • Gains Sorcerer’s Smite ability

  • Gains Summoning ability

  • Gains Alchemy ability

  • Gains access to T2 basic unit (Novices), costs $2

  • Gains access to T4 basic unit (Magi) – First Strike, costs $4

  • Gains access to T8 elite unit (Wizards) – First Strike, costs $8

    (requires Fortress or City)

  • Gains access to T20 elite unit (Elementals) – First Strike, costs $20

    (requires Spellgate, max 1 built per Spellgate per turn)

  • Gains access to Spellgate construction.


The Way of Rui

  • Begins with Metalworking ability

  • Gains access to Rule of Law ability

  • Gains access to T2 basic unit (Skirmishers) – First Strike, costs $2

  • Gains access to T4 basic unit (Legionnaires), costs $4

  • Gains access to T6 elite unit (Armored Cavalry), costs $6

  • (requires horse or chocobo domestication)

  • Gains access to T20 elite unit (Archon) – First Strike, Impervious, costs $40

    (requires Legal Forum, max 1 built per Legal Forum per turn)

  • Gains access to Legal Forum construction.


The Way of Chaos.

  • Gains access to the Secret Society ability.

  • Gains access to the T1 basic unit (Cultist) – Infiltrator, Scout, costs $2

  • Gains access to the T2 basic unit (Bandits) – First Strike, Infiltrator, costs $4

  • Gains access to the T4 elite unit (Assassins) – First Strike, Infiltrator, costs $10

  • (requires Guild)

  • Gains access to the T20 elite unit (Master Assassin) – Flying, Infiltrator, costs $80

    (requires Hidden Lair, limit of 1 built per Hidden Lair per turn)

  • Gains access to Guild construction

  • Gains access to Hidden Lair construction


The Way of Nature.

  • Loses access to City Construction

  • Gains access to the Create Tribe ability

  • Gains access to the Tribal Migration ability

  • Gains access to Nature’s Balance ability

  • Gains access to the T2 basic unit (Natives) - Scout, costs $2

  • Gains access to the T3 basic unit (Rangers) – First Strike, Scout, costs $3

  • Gains access to the T4 elite unit (Mounted Rangers) – First Strike, Scout, costs $4

    (requires Horse or Chocobo domestication)

  • Gains access to the T20 elite unit (Druids) – First Strike, Scout, costs $20

    (requires Druidic Circle, max 1 recruited per turn per Druidic Circle)

  • Gains access to Druidic Circle construction



The Way of the Warrior

  • Gains the Rage of the Gods ability

  • Gains access to the T3 basic unit (Bezerkers) – Death Blow, costs $3

  • Gains access to the T4 elite unit (Mounted Raiders) – Death Blow, costs $4

    (requires Horse or Chocobo domestication)

  • Gains access to the T6 elite unit (Varangians) – Death Blow, First Strike, costs $8

    (requires Mead Hall)

  • Gains access to the T20 elite unit (Jotunns) – Death Blow, First Strike, costs $40

    (requires Stone of Odyn, max 1 recruited per Stone of Odyn per turn)

  • Gains access to Mead Hall construction

  • Gains access to Stone of Odyn construction



The Way of the Machine

  • Gains access to Automated Defenses construction

  • Gains access to Mill construction

  • Gains access to Experimental Labs

  • Gains access to T1 elite unit (Orinthopters) – Flying, costs $4

    (requires Experimental Labs)

  • Gains access to T10 elite unit (Clockwork Warriors), costs $10

    (requires Experimental Labs)

  • Gains access to T20 elite unit (Catapults), First Strike, Naval Wpn, costs $20

    (requires Experimental Labs)

  • Gains access to the T40 elite unit (Mecha) – First Strike, Flying, costs $160

    (requires Experimental Labs)





[MOB] OneEyedBadger

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Oct 30, 2018, 3:52:18 AM10/30/18
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Just lots of ideas I played with or thought about with the intent of making the various Ways more interesting and dynamic.


Was going for specific flavors and mechanics that helped those mechanics. Didn't try to hard to balance out the add-ons.

Idea was that every faction would gain a Wealth generator early on, or a means to continually exploit hunting without killing off all the game. Wanted Chaos and Rui to be more interesting, and added Shared Abilities for them, so if you are fighting Chaos you will want to have a Rui ally to help counter Secret Societies.

On the other hand, if you are fighting anyone then having Chaos as an ally could be useful, as their Secret Societies can activate to defend locations, not just attack them.

Way of Warrior now has 'deathmatch' effects to make going to war with them especially scary, and Machine has automated defenses that will mean hitting their locations especially difficult.

Wizards and Priests now have more options instead of being one trick ponies. Spirit now has a capped Smite effect, and Will has to pay more for their Smite effect. However Will now can defend most of his empire via Spellgates from a single location. That can be countered by attacking multiple Spellgate locations, but I think it adds a neat strategic variance.

Added Unique T20 units to each Way, except Machine that got a T40. I think they are reasonably balanced, require a special add-on to construct, and you are capped in how many you can build in a turn. 

I went with T20 because there is already two T10 units anyone can get.

In addition, all Ways gains at least 3 units in addition to the T20 unique.

Dont think you should get Metalworking for free just for having a city. Might as well give everyone except nature metal working for free. Metalworking doesnt have any major advantages anyway, so not a big deal (I know me and GM go back and forth about it, but after T3 the advantage to having large amounts of Toughness declines, especially with way he doubled the cost for T10 units).

Was really tired when I wrote up Machine, so not sure about Experimental Labs and Mad Scientist. Just though it would be funny to have an order that would cause your labs to explode and maybe take the town with it. xD

ME Brines

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Oct 30, 2018, 5:32:06 PM10/30/18
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I'm not discussing your redesign. I'm trying to fix mine, not start over from scratch. We already tested mine. Are we going to throw all that effort away and start over? Or we can fix what we saw were problems and go on.

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David Micheal Coddy

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Oct 30, 2018, 6:04:19 PM10/30/18
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Then don't consider them. They are ideas I came up with to try and help inspire you for ways to make different Ways more flavorful or different. -.-

If none of that inspires you with ideas of your own then that would be that. +.+

Honestly, if only significant difference between Ways is going to be the # after the T then this game will not have much replay value.

It would be like playing total war only all factions use same army roster.....

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David Micheal Coddy

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Oct 30, 2018, 6:05:15 PM10/30/18
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If you insist in a reboot please make Ways different while you are at it.

Otherwise we just reboot again in a month. 

ME Brines

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Oct 30, 2018, 6:26:48 PM10/30/18
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I will consider them, but I'm just not going to switch over and use them all right now. We've got problems we found from the play test that need to be fixed before we muddy things up by adding more stuff. That's all I'm saying.

ME Brines

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Oct 30, 2018, 7:12:26 PM10/30/18
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On 10/30/2018 12:26 AM, [MOB] OneEyedBadger wrote:

The Ways of the World (OneEyedBadger Edition)



Note: Introduces the concept of ‘basic’ units and ‘elite’ units. Basic units can be built right away once acquired, whereas Elite units require a Domestication or other construction/technology in order to build.

Note: Introduces the concept of ‘Shared Abilities’. The benefits of certain specific abilities can be extended to other players during your turn.



New Abilities Introduced/Altered;

Alchemy: Once per turn you can transform any one resource into a different resource by spending $600. Game Mechanically the original resource, and $600 wealth, are lost and you gain the new resource.

Why $600? Does this ability have a cost or can anybody do it? Is this part of a Way or just a separate "tech?"

Automated Defenses (City/Fortress Add-On): Costs $300 to add to the city or fortress. If this location is attacked then the Automated Defenses activate and the attackers take 100 damage before combat begins. This effect negates Death Blow (as it kills the unit prior to combat).

Again, Does this ability have a cost or can anybody do it? Is this part of a Way or just a separate "tech?" Not sure how "automated defenses" works with ancient Stone Age technology. Is this like robots? It doesn't seemm to fit the theme.

Cause Unrest (Plot): The Secret Society causes Disorder in the target location with a strength equal to its size, however the Secret Society is destroyed in the process.

What is a "secret society"? Do they cost? How much? Who can do this? Chaos or anybody?

Create Tribe: You create a Tribe at the chosen location, and the Tribe will have a ZOC similar to that of a Fortress, City, or Campsite. The cost to create the tribe is equal to (X*$600)+$300 with X being equal to the current number of tribes you have. Each turn the Tribe will produce 1 resource from among those within its ZOC. Unlike cities, Tribes do not triple the losses of attackers and can only have add-ons that are specifically allowed.

This is just a city that's called something else. How does this fit the theme?

Death Blow: This unit will always get a chance to attack in combat, even if killed by a combat-triggered Smite, First Strike, or other effect that would cause it to be destroyed prior to dealing damag during combat. Automated Defenses negate this ability as the unit is specifically destroyed prior to the beginning of combat.

So I get an attack even if I'm shot full of arrows by enemy archers a hundred yards away? how does that work? Wouldn't this be the same as First Strike except you have to die to use it? Why does automated defenses work against this when archers don't?

Disorder: If a location suffers from this effect is can lose units, or even be destroyed completely if the Disorder is strong enough. Whatever causes this effect will give its strength, and Disorder will ‘attack’ the location and inflict damage equal to that amount, with the damage assigned as per the GM’s whim. The cost to destroy something is equal to the cost to replace it.

Divine Blessings: Every 10 points you have in your Karma Pool at the beginning of your turn generates 1 Wealth that must be spent the turn it is recieved.

This means somebody has to track this. This fits better in a computer game than something manually run.

Divine Smite: You can ask the gods to smite your foes, and up to 50% of your Karma pool is spent to inflict damage on another player’s assets, as determined by the GM. For every point of Karma expended the target loses $1 in assets. The cost to destroy a city is equal to the amount of wealth required to replace it.

So the Karma can be used like magic. Does magic protect like Karma? If the two are the same thing with different names then they're just the same thing with a different name. There's no difference between taking priests and wizards.

Draft Militia (Law): You immediately gain 100 T1 Citizen Militia that can only be used to Defend this location. Surviving Militia are disbanded immediately prior to your next turn (one-turn use only).

What's a "Law?" Why do they have to go away again? Can't I just pass a law they have to keep serving until the war is over?

Druidic Circle (Tribe Add-on): Costs $300 to build on a Tribe. The Tribe and all units within its ZOC are protected by the Old Gods and the effects of any Divine Smite, Sorcerous Smite, and/or Disorder are reduced by 300 points before having an effect.

Why $300? Is this used up by defending? If not, then why does this defense never die? Why wouldn't you build this? It's like 300 immortal unkillable defenders. Can you cast it multiple times? The basic rule of the game was 3 used for a turn gets you 1 in return. And if it cost $1 to build something, it costs $1 to kill it. That's why 3 hunters gets you 1 wealth and why 3 hunters fighting kills $1 in enemy units. This thing costs $300 (why) but never dies, and is never used up. Anything else in the game that protected by by 300 per turn would have cost 900 to build.

Embezzle Funds (Plot): Your Secret Society produces $1 in Wealth for each 3 points of size it has.

Embezzlement is theft. Do these funds come from somewhere? Whats the difference between this and just having people make $ somehow? The name?

Emergency Tax (Law): Gain $100 in Wealth immediately

Can I have an emergency every turn? Do we have other taxes? Players are the civilization itself. They aren't the king. They control everything, the whole economy. They do the trading. They cash in the resources and do whatever they want with it. Where's the civilian economy these taxes come from?

Experimental Labs (City Add-On): Costs $300 to add to a city. Generates 100 wealth each turn, and this location gains access to the Mad Scientist ability.

Can anybody build this? How does this fit with a civilization building theme? Stone Age tribes (or even Bronze Age) with laboratories?

Guild (City Add-On): Costs $300 to construct, can be built in locations you do not control at double the cost ($600). Each turn the Guild generates 100 Wealth.

Healing: This unit reduces friendly losses by 2 Toughness.

Already got this

Hidden Lair (Fortress/City Add-On): Costs $300 to add to a city or fortress). Units defending this location temporarily gain the ‘Infiltrate’ ability, do not retreat if defeated in combat or if the location is Subverted (survivors use the Infiltrate ability and remain in the captured location). If the Infiltrated units leave the location with the Hidden Lair they also lose their Infiltration ability (unless they innately possessed it).

Why $300?

Impervious: This unit does not die from damage less than it’s Toughness (it ignores damage taken that is less than it’s Toughness).

So a T3 unit with this takes 6 hits to kill?

Infiltrator: This unit can choose to ‘infiltrate’ a location instead of attacking it directly. Infiltrated units gather intelligence on the location and it’s ZOC, and if the combined Toughness of the infiltrated units equals or exceeds the wealth cost required to replace the location, then the Infiltrated units can be exchanged to instantly gain control of the target location via the Subversion Order.

Scouts already do half of this and cultists the other. IS this something anybody can buy? Then why be chaos?

Inquisition (Law, Shared Ability): You may now assign your units a special Attack Order targeting foreign units with the Infiltrator special ability within this city’s ZOC and/or reduce any Secret Socieities by an amount equal to their combined Toughness). If used as a Shared Ability BOTH you and your ally must specify which allied location this ability will affect.

Already have inquisitors

Karma: You can spend wealth to gain Karma, with each wealth spent increasing your Karma by +1. Karma pool reduces losses in combat, is used to offset effects of Smites, and can negate Sabotage & Curses.

Already have this. Is this supposed to be available to everyone? So you're doing away with the Ways and just adding a tech tree where anybody can have anything?

Legal Forum (City Add-On): Costs $300 to add to a city. Each turn you can choose to pass a Law at this location (see Rule of Law). A Legal Forum can only pass one Law per turn per location.

Why $300. Are laws worth $300? Can I make any law I want?

Mad Scientist: You can choose to put a Mad Scientist in charge of your Experimental Labs. If you do you immediately gain 1 or 2 random resources (50-50 of either result), however the Experimental Labs is destroyed and your city will be affected by a strength 600 Disorder event.

I don't like the set amounts you put on these. This is more the kind of thing you'd put on a random event card for a board game. I'd much rather have the GM handle this stuff.

Mead Hall (City Add-On): Costs $300 to add to a city. The city, and all units within its ZOC, cannot be affected by Disorder. Furthermore, the Mead Hall automatically produces 100 wealth each turn.

These aren't choices. They are things everybody needs. There isn't a decision to buy this, it's whether you can afford it. This just makes the game a grinding fest where you earn enough to buy all the stuff you have to have. That's fine for a computer game. But this isn't a computer game.

Mills (City Add-On): Costs as much to add to the city as it would cost to build a new city. The city now produces 2 resources instead of 1 each turn.

See this someplace before....

Nature’s Balance: When you Hunt wild game you never risk depleting the resource (there is no % chance the wild game resource is lost). You are still limited to a maximum of $100 wealth per location, per turn, however.

So they can kill just as many animals as anybody else, just with no ill effects? How does this work exactly? You either ate all the animals or you didn't. Which is it?

Rage of the Gods: Choose one location you are attacking this turn. Your warriors will NEVER run from that battle, and will keep attacking until they are slain or their opponents flee.

Is this an ability for everyone? Or just Karma? But Karma already gives you this if you spend enough on it. If it's a general ability, what happens if both players use it on each other? At least if two people with Karma go at it the one with more prevails.

Relocate HQ (Plot): Move your Secret Society from its current location to a different one. If another Secret Society you control exists at the new location then they are combined into a single Secret Society.

But who has a HQ?

Revolution (Plot, Shared Ability): Immediately convert your Secret Society into Cultists at the current location at the ratio of one T1 Cultist per 2 points of size the Secret Society possesses. These Cultists can be used on the turn of conversion to execute an Attack Order, Defense Order, or Infiltration/Subversion Order targeting their location. If used as a Shared Ability be sure BOTH you and your ally specify which location your Cultists will be defending/attacking together.

Pretty much what the game currently allows

Rule of Law: Requires a Legal Forum. Choose one of the following Laws to put into effect; Emergency Tax, Inquisition, or Draft Militia.

So I CAN do a law every turn!

Secret Society: You can establish Secret Societies in foreign cities at the cost of $1 per point of size assigned to the Secret Society. Each turn you can choose one of the following Plots for a Secret Society you control to execute at its current location; Embezzle Funds, Cause Unrest, Revolution, or Relocate HQ.

Is this anybody? If everybody can do everything then every player has the same abilities.

Sorcerer’s Smite: You can spend wealth to cast a spell that will rain destruction upon your foes. For every $2 you spend the target will lose $1 in assets, as determined by the GM. The cost to destroy a location (city, fortress) is equal to the amount of wealth required to replace it.

But Karma does the same thing.

Spellgate (City Add-On): Costs $300 to build in a city. Units Defending this location, if not otherwise Attacked, will be used to Defend any other location that also has a Summoning Circle that is Attacked.

This is a bitch to GM since I'll have to look at every place and see what is being attacked, what can defend, shift stuff around. And then if multiple places are being attacked, how does this affect that? This just leads to the "reaction forces" nightmare.

Stone of Odyn (City/Fortress Add-On): Costs $300 to add to a city or fortress. If this location is attacked and would be lost to the enemy then the following effects occur; The Stone is destroyed, fifty Bezerkers are instantly created at the location, and the Rage of the Gods special ability is activated on behalf of the defenders (meaning they now fight until slain).

Subversion: A special order available to units with the Infiltration ability. If the total toughness of the Infiltrating units equals or exceeds the cost to replace the target location the units executing this order are exchanged for control of the targeted location.

Locations that are subverted do not produce resources on the turn they are taken over (actually they do, but the original owner would have already done that on his turn sheet).

So do they or not?

Units belonging to the player who lost control of the location, and any resources he may have stored there, could also be captured. Every point of toughness the Subverting units have in excess of the amount required to take the location will try to take over $1 worth of units. If all the units are taken, then every 100 remaining toughness worth of subverting units will take capture a single resource. Units and resources NOT captured are expelled to another friendly location of the GM’s choosing.

Summoning: You can use units you recruit immediately but you must pay double the normal cost. Such units cannot be used for any purpose other than Attacking or Defending a location, though they function normally on succeeding turns. Requires a Summoning Circle.

Why would anybody do this when it costs double?

Temple Complex (City Add-On): Costs $300 to build in a city. The city and every unit within its ZOC is immune to Divine Smite and Sorcerer’s Smite effects.


Tribal Migration: You can choose to move a Tribe to a new location instead of producing a resource. If a Tribe moves the turn it is attacked then no battle takes place (the attackers find an empty campsite).

So have you done away with hunters and such? It's all just tribes that produce resources and cost like a city. SO why build cities? Why are barbarian  tribes just as rich as cities? You have no theme here--mad scientist labs and automated defenses admixed with summoning circles? Wizards are just priests with a different name. I ran a game like this before and people didn't like it. It was generic, mechanical, difficult to moderate because it ran more like a computer game but without the computer. There was no theme. Just a bunch of fantasy tropes thrown into a pot and stirred.

Zealous: This unit can be used the turn it is recruited but can only be assigned to Attack, Explore, and Defense Orders (it can never harvest, herd, mine, etc). It can still be exchanged to build a city.



The Way of the Spirit.

  • Gains Karma Pool ability

Does anything else have Karam pool ability? If not then why not just put all the special rules that apply to this way here? Having the rules elsewhere and mentioning it here is just more trouble. And if other things have karma pool, what's the point of having Ways? If you can mix and match and tweak your own abilities as you like from a tech tree, there's no point to having Ways. Everybody is the same, just some people made different choices. There's no theme. There's no feel. If everybody has First Strike units regardless there is no difference between player positions. No choices. No options. It's just hey I picked this stuff from the list. Everybody pretty much has the same stuff. There isn't much to choose between. Nothings different from anything else. It's also very difficult to link the speical rules with the Ways since you have them listed separately. Why is it "Rule of Law" when you could just put with Rui they can pass laws?

The more weird abilities you give to units the harder it is to GM. Especially if they give different options at different times. Which one do I use? Or does the player have to always specify?

Mecha?!? Really? Again, where's the theme?

I'd be glad to consider a few separate additions but this is a wholesale redeaux of a game I already tried that didn't work out.

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David Micheal Coddy

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Oct 30, 2018, 7:38:38 PM10/30/18
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You get trolled alot don't you? O.o

Also seem to be rather negative. o.O

You are one of the most excitedly triggerable people I've me who does not also swear in French! xD

I guess it's good my clanmates decided against joining this game! Lol!

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ME Brines

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Oct 30, 2018, 8:36:06 PM10/30/18
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On 10/30/2018 4:38 PM, David Micheal Coddy wrote:
You get trolled alot don't you? O.o
A certain amount


Also seem to be rather negative. o.O
Yeah, there is that


You are one of the most excitedly triggerable people I've me who does not also swear in French! xD
Oui


I guess it's good my clanmates decided against joining this game! Lol!
Why? Are they French?

ME Brines

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Oct 30, 2018, 9:00:41 PM10/30/18
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The important thing is I listen to what people say and I read all these messages, even when I don't comment.

My questions below aren't sarcastic. They're honest questions. Remember, I come to this having run games like this since 1979. What is that? almost 40 years? I have a certain amount of experience. I may not know what works but I know a lot that doesn't. Most games I make suck because of some small detail that doesn't fit. Or sometimes people just can't get into them. I think that's theme. If people can immerse themselves in the game, feel like they're really there, get their imagination around a position, they like it. I think Ways help that. A lot of people want historical games, not because they really like history or look for it to be accurate in the game but because they can get into them easier. They know what ancient Egypt was like, pharaohs and pyramids and stuff, or the Roman Empire, or Turks or whatever. They can visualize those easier and they slip into the role they;'re playing. They get to be pharaoh or sultan or whatever. The Ways hand you a template to playing a position--a Nature fanatic tree-hugger, a chaos cultist with violence on his mind, a crazed berzerker Viking raider. That's their point.

I've tried emulating computer games--tired it WAY too long, wasted decades trying to develop computer games that didn't use computers. They're complicated, clunky and suck. Because anything that stresses a lot of accounting and counting and production and keeping track of stuff needs a computer. So I avoid accumulations of stuff. Tracking things that have to be added every turn like the "interest" on Karma accounts. Computers have all sorts of pettifogging details because they can. What they lack is imagination.

Partly why you haven't seen much imagination of NPCs in this game so far is I don't have much to work with. There are hardly any named characters. Two cities. One kingdom. Very different from what I expected this far in, because people aren't building cities. They're exploring madly searching for the "right" resources to harvest because that's how this game works. It isn't supposed to, but it does. Because all resources aren't created equal. The six (or maybe eight counting wool and gold) that are harvestable are the only ones anybody wants. I suppose the only real mystery in the game is whether the two players with cities can expand enough to defend themselves before the searchers force the GM to create enough new continents they find the right resources to harvest their way to victory.

Eemian Civilization was the name of the game. Like Civ, it was supposed to be about developing a civilization, although I took the old Avalon Hill board game as inspiration, not Sid Meyer. Although that was his inspiration originally too. But in those there is a reason to build cities. I never considered a player would go through the whole game without them. Even Nature not being able to build one didn't imply they wouldn't take somebody else's cities over. You build cities. Eventually you have to decide how much money to grow with and how much to defend. Wars happen. Alliances form. Battle lines form. The conflict rages back and forth and somebody triumphs. But in the end everybody ends up with an empire with cities and large armies. Even the Mongols did that. They took over China.

But if you can get those eight magic resources cities are just stupid. Or maybe you make a few toward the end because you have tons of cash and need a few different resources. But the Way of Victory is Nature. After playing a huge long time and probably doubling the size of the map because people are just going to ignore most of it because it lacks those "special" resources. That's not my intent.

What happens if I decline to add any new continents? Then Charles is mad because he's screwed because there's only one way to win and he can't get those resources. Is that the mark of a good game? That there's only one way to win? To get lucky? That you gotta understand the secret way the game really works and work the cheat codes?




On 10/30/2018 4:38 PM, David Micheal Coddy wrote:
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