Difference between revisions of "Campaign"

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(I suspect that I may going at this in the wrong way)
 
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This optional system aims to provide an element of long-term strategy to the game.
 
This optional system aims to provide an element of long-term strategy to the game.
  
==== Happiness ====
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==== Cities ====
  
Different cultures value different things more, or less. Determining the happiness level of a group is done by multiplying each of the group's value coefficients with the current levels, then adding them together.
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===== City Morale =====
  
* '''Survival:''' Food, drink, shelter. If this hits 0, people are starving and will rebel even if they don't value comfort.
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Certain ways of interacting with cities depend on the general morale of the populace. This morale is dependent upon two things: Authority and Necessities.
  
* '''Convenience:''' Easy transportation, entertainment, free time.
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'''Authority:''' This can be undermined in one of two ways:
  
* '''Freedom:''' The ability to do things without interference.
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* Undermining Leaders: Demonstrating that the leadership of the city or country does not adhere properly to the country's prevailing moral code. If a lie is told to 70% of the populace without proof of innocence being provided to counteract it, or a true moral failing gets 70% exposure with the help of proof of guilt, the leadership is undermined. Government can restore its authority with a suitable punishment and replacement leader(s).
  
* '''Authority:''' The belief that the current leadership has a right to rule. Each culture has a different way of defining this.
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* Undermining Moral Code: By showing to at least 70% of the populace that the moral code is inferior to your own at achieving what it purports to achieve.
  
'''Example Culture: The Hedonists'''
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'''Necessities:''' If the death rate exceeds 1% per month for three months, or 10% for a single month, and it is not clearly the fault of an opposing force, the city will not feel that its Necessities are being taken care of.
:'''Survival Coefficient:''' 2.
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:'''Convenience Coefficient:''' 3.
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:'''Freedom Coefficient:''' 2.
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:'''Authority Coefficient:''' 0.
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'''Example Culture: The Fanatics'''
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===== Death Rate =====
:'''Survival Coefficient:''' 1.
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:'''Convenience Coefficient:''' 0.
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:'''Freedom Coefficient:''' 1.
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:'''Authority Coefficient:''' 5. The Fanatics want to follow someone who speaks for their deity, and follows their deity's philosophy. Undermining the existing ruler can be done through tricking them into committing sacrilegious acts.
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==== City Statuses ====
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With 2000 Calories of food per day per person, sufficient shelter for the weather, and a lack of any new epidemics, the death rate is 0.1% per month. Every 300 Calories of reduction of food doubles the death rate. Paltry shelter doubles the death rate, and shelter that fails to protect against an ongoing storm kills 1d4-1% of the population per day. If there are any new strains of deadly diseases going around, the death rate is doubled.
  
When in control of a city, there are several ways to rule it. Changing the method takes the new state's Transition Time, and you get the worse of each of the Happiness Values while transitioning, with the benefits of neither.
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===== Capturing Cities =====
  
'''Martial Law:''' You may recruit one new force from the city per week, or you may get the city's Overwork bonus.
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'''By Force:''' If a city is captured by force, it needs a garrison worth 1 point per 50 people or the inhabitants will overthrow the captors again.
:'''Survival:''' +0
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:'''Convenience:''' =1
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:'''Freedom:''' =1
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:'''Transition Time:''' 1d4 weeks
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'''Work Camp:''' You may recruit one new force from the city per week, or you may get twice the city's Overwork bonus.
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'''By Surrender:''' An invading force can ask a city to surrender if its army is at least twice the strength of the city's. This doesn't work if the city has both Authority and Necessities under control.
:'''Survival:''' -1
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:'''Convenience:''' =0
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:'''Freedom:''' =0
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:'''Transition Time:''' 1 week
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'''Egalitarian:''' No benefit.
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'''By Revolt:''' A city can choose to switch over to the opposing side by itself if neither Authority nor Necessities are under control. This can be prevented by a garrison worth 1 point per 50 people.
:'''Survival:''' +0
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:'''Convenience:''' =3
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:'''Freedom:''' =3
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:'''Transition Time:''' 2d10 weeks
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==== Resources ====
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==== Long-Distance Travel ====
  
'''Food:''' 5 kilograms of food per person gives +1 Survival for a week, for a maximum of +2 Survival from food. Survival cannot be higher than 0 without food.
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Creatures can normally travel for 8 hours per day. A forced march can increase that by another 6 hours, but doing so gives -1 Toughness until fully rested.
  
'''Construction Material:''' Used for city upgrades.
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The distance a creature travels in an hour depends on its speed and movement mode: 1 meter per round translates to 1 kilometer per hour. In inconvenient terrain like rocky mountains, caverns, or dense forest, movement is halved unless the creature has a combined Jump Distance and Acrobatics bonus of 10 or more, and reduced by one-quarter unless the combined Jump Distance and Acrobatics bonus is 20 or more.
 
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'''Gems:''' For magic.
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==== City Upgrades ====
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'''Weatherproofing:''' In places with dangerous weather, this upgrade gives +1 Survival. It takes 2d10 weeks to apply, and 1 kilogram of construction material per square meter of city area.
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Revision as of 07:04, 28 April 2013

World Manipulation Campaigns

This optional system aims to provide an element of long-term strategy to the game.

Cities

City Morale

Certain ways of interacting with cities depend on the general morale of the populace. This morale is dependent upon two things: Authority and Necessities.

Authority: This can be undermined in one of two ways:

  • Undermining Leaders: Demonstrating that the leadership of the city or country does not adhere properly to the country's prevailing moral code. If a lie is told to 70% of the populace without proof of innocence being provided to counteract it, or a true moral failing gets 70% exposure with the help of proof of guilt, the leadership is undermined. Government can restore its authority with a suitable punishment and replacement leader(s).
  • Undermining Moral Code: By showing to at least 70% of the populace that the moral code is inferior to your own at achieving what it purports to achieve.

Necessities: If the death rate exceeds 1% per month for three months, or 10% for a single month, and it is not clearly the fault of an opposing force, the city will not feel that its Necessities are being taken care of.

Death Rate

With 2000 Calories of food per day per person, sufficient shelter for the weather, and a lack of any new epidemics, the death rate is 0.1% per month. Every 300 Calories of reduction of food doubles the death rate. Paltry shelter doubles the death rate, and shelter that fails to protect against an ongoing storm kills 1d4-1% of the population per day. If there are any new strains of deadly diseases going around, the death rate is doubled.

Capturing Cities

By Force: If a city is captured by force, it needs a garrison worth 1 point per 50 people or the inhabitants will overthrow the captors again.

By Surrender: An invading force can ask a city to surrender if its army is at least twice the strength of the city's. This doesn't work if the city has both Authority and Necessities under control.

By Revolt: A city can choose to switch over to the opposing side by itself if neither Authority nor Necessities are under control. This can be prevented by a garrison worth 1 point per 50 people.

Long-Distance Travel

Creatures can normally travel for 8 hours per day. A forced march can increase that by another 6 hours, but doing so gives -1 Toughness until fully rested.

The distance a creature travels in an hour depends on its speed and movement mode: 1 meter per round translates to 1 kilometer per hour. In inconvenient terrain like rocky mountains, caverns, or dense forest, movement is halved unless the creature has a combined Jump Distance and Acrobatics bonus of 10 or more, and reduced by one-quarter unless the combined Jump Distance and Acrobatics bonus is 20 or more.