OTTD CIVIL WAR (The Game)
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OTTD CIVIL WAR (The Game)
THE GAME BEGINS
- Basic Gameplay Mechanics:
Territory, Control and Invasions
Territories are gathered by either getting to it while it is uninhabited or taking it in battle from an enemy (by moving your gamepiece onto enemy territory).
Every time a territory is gathered, a stationary army is placed there - this army cannot be moved unlike your gameboard piece and is purely to fend off foreign attacks. If a foreign power tries to take your territory it will start a match against you and that power on that territory. If you move your gamepiece onto the territory that is being invaded on the same turn as the invasion, you will start with a larger army. If an ally moves their gampiece to that territory on such same turn, you will have that ally in the match which will make it a 2v1. If two enemy gampieces move onto that territory, it initiates a 2v1 (or, depending on the alliances, a 1v1v1).
If an invader is beaten in a match then that invader is sent back two spaces. If a territory holder loses the match, then naturally that territory is given to the match winner. Allies can move freely through eachothers territory to get to another, any attempts to move onto a territory that is not allied will engage a battle for that territory.
Each player has their own National Capital which must be a territory they own. Conquering this capital will eliminate them from the game. The first capital is the first territory settled upon, the first capital change can be done in a single turn, but all capital changes after that will take 2 turns
Controlling territories confer bonuses for future battles, these bonuses can be found in it's own section.
Gameboard Movement
Naturally, you can only move your gamepiece to directly accessible and congruous territories. For Example, if you were moving your game piece from the Corndog Commrancy territory, you could only move to CL, WG, AP, CR, and EHQP. You would have to move through other territories to get to DR. Naval/intercontinental movement may vary. From DR to South Chintodia would only take one turn, but from DR to any of the eastern Chintecistan provinces such as Zacmac's Swamp or The P.I would take 2. Most coastally accessible territories can be gotten to via naval movement, but again this is a case by case basis.
Turns, Global Age Advancement
Each gameboard action will take 1 turn - 1 turn encompasses all the actions of all players of that turn. For example, in a single turn, Spinny may take an unclaimed territory, Oaky may battle Epoch for a territory, Epoch may start a naval movement toward another continent with his gamepiece, and Stalin may choose to do nothing on this turn. Moving a game piece will always cost 1 turn unless it is a naval movement which is variable as previously described.
Every series of turns, a global age advancement will occur. The rates on this may not be final as this is kind of campaign has never been tested, but for now the standard is 4/5
Turns 0-4, Ancient Age
(Manifest Destiny; Grab up as much territory as you can before someone else does!)
Turns 5-8, Medieval Age (Matches start at Ancient, go to Medieval)
Turns 9-12 Gunpowder Age (Matches start at Classical, go to Gunpowder)
Turns 13-16 Enlightment Age (Matches start at Medieval, go to Enlightment)
Turns 17 and 18 Enlightment Renaissance (Matches exclusively held in Enlightment)
Turns 19-21 Rise of Industry (Matches start at Enlightment, go to Industrial)
Turns 22 and 23 Industrial Renaissance (Matches exclusively held in Industrial)
Turns 24-28 Modernization (Matches start at Industrial, go to Modern)
Turns 29-32 Rise of Technology (Matches start at Industrial, go to Information)
Turns 32-35 Year 2880 (Matches start at Modern, go to Information)
Turns 35+ OTTD Super Highway (Matches exclusively held in information)
Turn 46 Y3K (Age restarts to Ancient and goes to Information)
Every few age leaps, the armies defending and invading territories will get larger. For example, an army of the ancient age will have 2 Infantry, 2 Heavy Infantry, and a General, whereas an army of the industrial age may have 4 Infantry, 3 Heavy Infantry, 2 Machine Guns, and a General. Both starting armies of a territorial battle will start off equal unless a player has a bonus that specifically gives them more troops. (Such as Rally or Eskimo Mercenaries)
Pre-Battle Options
This is an experimental mechanic I'm implementing, basically you can do different things before finishing a turn. You can Scout (20 food with a ramp cost of 10 every two times used) which will tell you about the territory you're invading, such as the geography from a strategic standpoint and possible rare resource locations.
Or you can Rally 30 Food with the ramp cost of 10 2 times used. This will start you off with a slightly larger army (usually 2-4 troops and a siege weapon.)
And of course as mentioned in the previous post you can move a rare resource you are getting from one territory and move it with you to an invasion. You can only bring 2 rare resources with you at a time, and if that territory is invaded on the same turn you will not receive that resource benefit on the battle in it's original territory
Nuking entire territories will be a feature late game but I have to figure out how to balance it.
Player Level-Ups
Every 10 Turns all players will be able to allocate two library research to their nation. This means every battle from henceforth will have those 2 library technologies already researched. This limits at 3 research per 1 field (you can only have 3 already researched in commerce, for example) Include this in your 10th, 20th and soforth turns
Diplomacy
You cannot give resources to enemy nations, but you can give allied nations resources from territories you control before they go into battle - this also applies to rare resources (For example, if Mega was about to invade Stalin I could give him +40 metal to his starting resources in that battle from the bonus I get from Sugarfoot Mountains, but I would not receive that bonus myself if I went to battle that same turn. I could have also given Mega the Silver and the same would apply, nor would I receive the Silver if Sugarfoot Mountains were invaded that turn.)
While you cannot give resources to enemy nations, you can conditionally surrender a territory if you feel you would be overwhelmed (such in the case of a 2v1) and avoid a battle entirely. Furthermore, in a match where all the players are from a separate nation (1v1v1), Diplomacy can be done for a ceasefire between the factions to ally against one player until that player is out of the match, then they go against eachother.
- Territories/Their Bonuses:
OTTD CONTINENTAL TERRITORIES
AP - Anaphora - (locked until the global industrial age.)
Bonus:+100 food, wood, metal, knowledge .+150oil. / Rare Resource: Rubber, Titanium
EHQ - ExtremelyHighQuality Posts +30Wealth+75Oil/Rare Resource:Papyrus
HQP - High Quality Posts/ Og Co - + 30Metal+40 Oil/Rare Resource:Obsidian
CR - Creative - + +25 Wealth +25 Knowledge / Rare Resource: Marble
CC - Corndog Commrancy - +25 Food / Rare Resource: Bison
CL - Chatlogs - +30 Knowledge / Rare Resource: Gems
WG - Wiki General - +30 Knowledge / Rare Resource: Relics
VG - Vidjagaymes - +25 Food / Rare Resource: Furs
MTB - Movies TV Books Media - +25 Timber / Rare Resource: Peacocks
HI - Hardware Issues - +25 Metal / Rare Resource: Copper
OB - Otx is a Blog - + 10 Timber / Rare Resource: Whales
OTTD1 - +50 Knowledge / Rare Resource: Coal, Gems
WB - Wingateberg - + 30 Food + 30 Timber / Rare Resource: Sulphur
TE - Tysonee - + 25 Food +35 Timber / Rare Resource: Tobacco
MH - Mohickey - + 30 food / Rare Resource: Cotton
SM - Sugarfoot Mountains - +40 metal / Rare Resource: Silver
SF - San FraNino - +25 metal +40 oil / Rare Resource: Aluminum
DR - Dingo Republic - +40 Food / Rare Resource: Sugar
WO - Wumpus Oasis - +25 Timber / Rare Resource: Spice
Toblerono Territory - +10 Food / Rare Resource: Spice
CHINTECISTAN CONTINENTAL TERRIRORIES
Kansas - +35 Food / Rare Resource: Wool
Kansas River - +15 Food / Rare Resource: Amber
Great Plains Of Gyuewark - +30 Food / Rare Resource: Horses
Mount Elbert - + +40 Metal / Rare Resource: Diamonds
Western Colorado Mountains - +25 Metal / Rare Resource: Coal
Eastern Colorado Mountains - +25 Wealth / Rare Resource: Amber
Zacmac's Swamp - +30 Timber / Rare Resource: Tobacco
Nog Bog - +25 Food / Rare Resource: Sulphur
Wing Coast - +35 Timber / Rare Resource: Wine
Amsk8r's Frozen wasteland - +10 Food / Rare Resource: Uranium
Big Boy Tundra - +30 Wood / Rare Resource: Furs
Port Brown - +20 Timber +30 Food / Rare Resource: Wine
Chink Isles - +20 Timber +30 Knowledge / Rare Resource: Papyrus
Isis HQ - +25 Metal +75 Oil / Rare Resource: Uranium
West Isis - +25 Oil / Rare Resource: Rubber
East Isis - +25 Oil / Rare Resource: Sulphur
Ramadan City - +25 Oil / Rare Resource: Silk
North Chintodia - +25 Knowledge / Rare Resource: Dye
South Chindtodia - + 25 Timber / Rare Resource: Obsidian
The P.I - +20 Food / Rare Resource: Citrus
Territory Wonders:
Mohickey Monument - Start each battle with a fort and 2 additional generals. (Location: Mohickey)
Dingo Treasury - Start each battle with one random wonder already built (Location: Dingo Republic)
Historians - Start each battle with a filled university and an extra scout (Location: OTTD1)
Tyrant Mod Battle Standard - Start each battle with a random rare resource. Does not replace any rare resource you move to a battle. (Location: Anaphora)
The Crest of Birdman - Start with an airbase with 5 bombers (Location: Extremely High Quality Posts)
RAT Virus - Start each battle with +3 spies. If in Industrial age, grants an airbase. (Location: Amsk8r's Frozen Wasteland)
Sandnigger Militia - Start each battle with a barracks and stockade. (Location: ISIS HQ)
Port-able Missile Shield - Make any one battle No-Nukes, or move it to a territory to prevent it from being nuked(Location: Port Brown)
Eskimo Mercanaries - Start each battle with +2 infantry, +2 heavy infantry, and a spy to your starting army (Location: Mount Elbert)
Buddy Christ - Start each battle with two cities and a temple in both Location: (Kansas)[/color]
- HOW TO GET AND INSTALL THE CUSTOM MAPS FOR EACH BATTLE:
Once a battle/invasion is initiated I will take from my folder of the campaign maps I've made, tweak it to tally in the bonuses both players are getting for the battle, then upload it to a google drive and post the link for the parties to battle. Since Rise of Nations Multiplayer Scenario has never worked the way it should, I had to nigger rig a way to get it to work. Here are the instructions.
1. Download the map folder. These will usually be in Zips and as stated uploaded to google drive.
2. Extract the folder. You should see a folder with the name of the battle, and in that folder an scx and xml (usually bhs as a failsafe) named italy_mp
3. Open the game folder for Rise of Nations. Go to scenarios, go to custom. You should see a folder named italy_mp.
4. Copy and paste italy_mp from the battle folder over the original
5. Host or join the other player in Online multiplayer, have italy_mp selected under Scenario rules.
All players must do this before a match for the match to work. If you feel like you need to validate game cache before starting, do this before you paste the battle in your Rise of Nations folder, as the validation will replace it with the original.
- History:
All turns will be documented here
TURN 0 - THE GAME BEGINS
Last edited by Mac B on August 26th 2017, 5:35 pm; edited 1 time in total
Mac B- CASIO MT220
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Re: OTTD CIVIL WAR (The Game)
TURN 01 BEGINS
The Looney Toons Squad Sails into Mohickey.
The Looney Toons Squad Sails into Mohickey.
Mac B- CASIO MT220
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Re: OTTD CIVIL WAR (The Game)
ill land in extreme high quality posts
him- Praetorian of Liberty
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Re: OTTD CIVIL WAR (The Game)
yes
your game pieces represent your active army, yours is the iron and epoch's is the car, but you and epoch start in ehqp
your game pieces represent your active army, yours is the iron and epoch's is the car, but you and epoch start in ehqp
Mac B- CASIO MT220
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Mac B- CASIO MT220
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Re: OTTD CIVIL WAR (The Game)
@oaky spinny stalin pick your starting territory
Mac B- CASIO MT220
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Re: OTTD CIVIL WAR (The Game)
chink isles
the 4th disciple- hello?
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Re: OTTD CIVIL WAR (The Game)
Turn one complete
All game pieces are now free to move individually
Grab up some territory nerds
TURN 02
I move my army north one space to Tysonnee and settle it as a territory
Mac B- CASIO MT220
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Re: OTTD CIVIL WAR (The Game)
ill move into HQP
him- Praetorian of Liberty
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Re: OTTD CIVIL WAR (The Game)
i move into CL
Tyson- Posts : 1236
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Re: OTTD CIVIL WAR (The Game)
wing coast
the 4th disciple- hello?
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Re: OTTD CIVIL WAR (The Game)
alright next turn if they ainmnt gonna tag in on this 1
Mac B- CASIO MT220
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Mac B- CASIO MT220
- Posts : 6185
volume of testosterone : 213331
Join date : 2015-04-20
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