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)
Just lots of ideas I played with or thought about with the intent of making the various Ways more interesting and dynamic.
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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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.
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
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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!
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?