goldenspines wrote:Its only stealing if you don't get caught.
goldenspines wrote:Its only stealing if you don't get caught.
-Investment: Gives a 25% bonus to Investing (discount for selling, increase for buying).
Mil System:
-Each region and country has a military score.
-Military score is essentially the total number of units a nation has.
-After conquering your first region, each military unit costs .1 economic units per turn to keep supplied and happy. If you are unable to pay, then the countries military will rebel and overthrow your government.
-Combat is determined by military movements made by the players (can be as detailed as they want) followed by dice rolls to determine damage.
-Military strength in combat is determined by total military score sent into combat and the military bonus.
-Other bonuses can be added on the spot for having an attack be rather detailed. Without tactics, success determined by 1 d12(1-3:failure; 4-9: moderate success; 10-12: huge success). Failure means no bonus.
-losing units are destroyed/disbanded.
-Combat is done by dice rolls equal to the number of troops involved; highest number wins, tie goes to the defender.
-Titan's effect:Automatically destroy military in the same area unless the opposing force is accompanied by a Titan.
-Titan's cannot conquer areas on their own and must be accompanied by at least 3 Military units.
-A minimum of 3 military units must be used in any offensive action.
-ZPEB: ZPEB's are scattered around the playing field (15 in total). These one time use weapons have the same effect as Titan's except they can both stop a Titan and eliminate an army at the same time.
-Other Super weapons can be built by the players but are limited to one per person, must have a failure rate and cannot match the power of a ZPEB or Titan.
-take hold of a state when it's military score reaches 0, or if score is low enough for successful diplomacy (below 50% military strength; d12 roll higher then 6).
Econ System:
-Besides purchasing, the main component will be the player stock market.
-Each player has 100 units of stock to sell.
-Player, to start with, has direct control over 60 of these units, 40 are placed for sale to begin with. The other 60 can be put up for sale by the player if they are desperate for economic units.
-Price of stock is determined by the economic strength of that player with a base price of 1 economic unit.
-When stock is bought, money is given to the player giving a temporary economic boost and, in turn, increasing the price of their stock.
-Investors gain a portion of the player's economic growth based on the percentage of that each investor owns (spoils of war being the initial boast from conquering that territory).
-Economic growth results in a pay off equal to the percentage owned by the player.
-The stocks each player has bought can also be sold based off of the current price of the stock. The economic units from this sale will go directly into the player's own economic score, boosting it instantly.
-When stocks are purchased in an economy, the amount that goes to a player is .6 what was paid. The other .4 are divided by the number of regions the player owns. That number is then added to the economic growth score of each area the player owns.
-When stocks are sold, that amount is decreased in an equivalent fashion.
-All trade transactions must be told to the GM (via pm) by all players involved otherwise no change in the scores will occur.
goldenspines wrote:Its only stealing if you don't get caught.
goldenspines wrote:Its only stealing if you don't get caught.
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