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txt5
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txt5
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SCORING & CHARACTER CLASSES
Each nation has a types (class), which is chosen when it it is created, and
which determines how Victory points are received. Some classes start with
powers and have a starting cost. Warlord/Monster powers get all prerequisite
powers, and thus starting cost can varies.
Per 1000 1000 100K 100K 100K Magic 10 Start
Sector People Troops Gold Jewels Metal Power Ship Cost Races Powers
king 1 1 2 3 0 0 0 0 0 HDE None
empire 1.5 0 0 1 1 0 0 0 0 HDE None
wizard 0 2 1 0 3 5 7 0 4 HE SUMMON
priest 1 1 0 0 3 0 3 0 2 H RELIGION
pirate 0 0 5 0 10 10 1 5 2 HOD SAILOR
trader 1 1 0 0 1 1 1 8 2 HE URBAN
warlord 1 1 2 0 1 1 1 0 * HOD WARLORD
demon 1 0 1 0 1 0 5 0 4 O DESTROYER
dragon 0 0 0 10 20 0 0 0 4 O MA_MONST
shadow 1 0 0 0 0 5 0 0 2 O VOID
monster 1 1 0 0 1 1 1 0 0 HDEO None
END
ADDITIONAL SCORING
Nations can get points by having large values in their important national
attributes. This bonus to scoring is calculated as follows.
king ( Popularity + Prestige - Poverty ) / 10
empire ( Power + Prestige - Poverty ) / 10
wizard ( Knowledge + Power - 50 ) / 10
priest ( Wealth + Terror - Poverty ) / 10
pirate ( Reputation + Wealth - 50 ) / 10
trader ( Wealth + Prestige - Tax Rate * 5 ) / 10
warlord ( Reputation + Prestige - 50 ) / 10
demon ( Knowledge + Terror - 50 ) / 10
dragon ( Wealth + Terror - 50 ) / 10
shadow ( Power + Terror - 50 ) / 10
END
LEADERS
Leader units represent individual leaders and may not be merged or joined
with other leader units.
Leaders are born (randomly created), not summoned or drafted. A new
leader will be placed in the owning players capitol. Leader types
are created based on a nations class based on the table on the next page.
They can move at double speed and ignore enemy zones of control. They
can not, however, capture land. They work by the same rules that magic
monsters do... if they take damage in combat, there is a percent chance
that they will be killed. A leader is required to be in the same sector
for an army to move at full movement rate (if no leader is present, the
unit can move only half as far). Leaders are the foundations of army
groups, and armies in a group move at +2 sectors per turn, and fight
at +20% in all combats.
END
LEADERS STATS
Nation # Start % Born Nation combat combat Minor combat combat
Class Leaders Year Leader bonus strength Leader bonus strength
Name Name
trader 1/4 50 KING +30 100 BARON +20 50
king 1/4 50 KING +30 100 BARON +20 50
empire 1/4 50 EMPEROR +30 100 PRINCE +20 50
wizard 1/4 25 WIZARD +30 250 MAGI +20 50
priest 1/6 25 APOSTLE +30 100 BISHOP +20 50
pirate 1/6 25 ADMIRAL +30 100 CAPTAIN +20 50
warlord 1/6 25 WARLORD +30 250 LORD +20 100
demon 1/6 25 DEMON +50 250 DEVIL +20 50
dragon 1/6 2 DRAGON +50 500 WYRM +40 100
shadow 1/6 2 SHADOW +50 250 NAZGUL +40 120
NPC 1/4 50 KING +30 100 BARON +20 50
END
LOSING YOUR NATIONAL LEADER
If you lose your nations leader, your nation is thrown into chaos. None of
your armies can move for the turn (this works for npcs too). There is a
30% chance per turn that your nation is restored to normalcy (a new leader
ascends to the throne... and you get your nations leader back). This
is a disaster to your country and is designed to knock you out of the
game for a few turns (after all - losing your king is a BIG deal). Minor
leaders are reborn at a good clip, but you should guard them because they
are important to your ability to wage war.
Note that birth rates given on the last table are per year (not per turn).
END
EXOTIC TRADE GOODS
Special products, or exotic trade goods, are another way to customize
your nation. Many sectors have the ability to produce these goods...
it is your choice to redesignate these sectors so as to be able to use
them. The goods in a sector are listed as "special: ?????" on the
right hand side of the screen. There are 5 levels of exotic trade
goods. Each requires prerequisite values in the nation attribute they
shall effect. If you don't have the prerequisite, you don't even know
that the good exists (surprise).
Exotic Trade Goods are distributed to sectors at the beginning of the
game, and don't change. Each sector has XTRADEPCT% chance of having an
exotic trade good. Goods are random distributed based on the goods
value (a value 5 good occurs 1/5th as often as value 1 good). Any
sector can have any good except:
corn,fruit - food value > 6 fish - next to water
timber,pine,oak - wood/forest
They add ( value * sect_pop / 1000) to your nations attributes as follows:
END
WHAT GOODS EXIST pg. 1
There are approximately 60 different trade goods. They affects specific
national attributes WHEN the sector they are in has the correct designation.
The following lists the value, designation needed, and nation attribute
changed for each trade good. Thus, an wool sector designated as a farm
produces 3 points of popularity. Special display and redesignation options
will help you redesignate sectors to use the tradegood you desire.
popularity fur(2,any),wool(5,farm),beer(6,farm),cloth(6,farm),wine(9,farm)
communications mules(1,town),horses(5,town),pigeons(7,town),griffons(9,town)
spoilrate pottery(1,town),salt(3,mine),timber(1,lumberyard),
granite(1,mine),pine(3,lumberyd),oak(5,lumberyd),nails(7,town)
knowledge papyrus(3,town),math(4,university),library(5,university),
drama(6,city),paper(7,town),literature(7,city),
law(8,city),philosophy(9,city)
END
WHAT GOODS EXIST pg. 2
farm irrigation(1,farm),oxen(2,farm),plows(3,farm)
magic mercury(5,mine),guild(7,town)
spell points magic stones(9,special)
health herbs(3,any),medicine(7,town)
terror torture(5,city),prison(7,city)
The following trade goods add directly to a sectors food value:
corn(1,farm),fish(1,farm),sugar(3,farm),honey(3,farm),fruit(3,farm)
END
NATION ATTRIBUTES pg. 1
All nation attributes range from 0 to 100 except for eatrate, spoilrate,
and communications. The base figures stated below are just that. These
values may be modified by random events and by trade goods.
tax rate Each player can control their tax rate. This number directly
impacts your revenue, but lowers your governments popularity
and increases the chances of a revolt. Anything over
15% pretty much lose you the game when your nation revolts.
prestige National prestige. Lowers chance of military revolts.
popularity Modifies the chance of peasant revolts. You get one added
point of popularity for each sector you take.
power Relative power of your nation.
END
NATION ATTRIBUTES pg. 2
communications Effects leader range ( to keep units at full movement ).
wealth How wealthy is your nation
eatrate How much food each civilian can eat each turn. This is
a value in terms of food per civilian person.
storerate How much food per civilian you can store each turn.
knowledge Knowledge of the arts and sciences in your nation.
farm ability How good are you at farming.
mine ability How good are you at mining.
poverty Percent of the nation that cant eat, live, or be merry.
terror How scared people are of you. Lowers chance of revolts.
reputation How well liked is your nation.
END
FORMULAE USED FOR NATION ATTRIBUTES pg. 1
The formulae used to compute national attributes are listed on the next
page. Values are stored in an unsigned character (0 to 256). One real
point of communications range is gained for each 50 points of
communications, and one point of eatrate and store rate are gained per 25
points. Other variables are normal. Aggressiveness (see below) is gained
when you change diplomatic status, and become more hostile to a nation than
they are with you. Thus, if you are neutral with phonos, and they are
hostile to you, you lose nothing by going hostile with them, but accrue 1
point of aggressiveness by going to war with them, and 2 by going on a
jihad. Aggressiveness points accrue doubled when against a nation of the
same race as you.
# STARTING VALUES
reputation = prestige = 50 knowledge = mine ability = farm ability = 10
eatrate = 1.00 tax rate=10% poverty = 95%
END
FORMULAE USED FOR NATION ATTRIBUTES pg. 2
terror = 200*military/civilians + 200*mercenaries/military max=100
power = 2*( % of worlds score + % of worlds military ) max=100
reputation = reputation + rand(8) - 2 per point of aggressiveness max=100
prestige = ( old prestige + power + wealth ) / 3 + tradegoods max=100
tax_rate = user definable parameter
communicate = (townfolk/1000 + cityfolk/333 + tradegoods/50
+ MONEY/(5000*sctrs))/50 max=4
farm ability= sum (sector people*foodvalue)*10/civilians + tradegoods max=100
mine ability= see special section below
eat rate = eatrate + food remaining/(5*population) + tradegoods/25 min=1
spoil rate = 30-(grainaries+cities+3*capitols)/sectors-tradegoods/25 min=1
popularity = (old popularity + charity modifier + wealth + 10*eatrate
+ tradegoods +2*clerics ) /2 max=100
knowledge = cityfolk/333 + scholars/333 + townfolk/1000 + tradegoods max=100
END
FORMULAE USED FOR NATION ATTRIBUTES pg. 3
charity = Is the percent of net gold given directly to the general
population. This has a direct effect of reducing poverty
by 1% for every two talons given to each person.
poverty = Poverty is a relative value of the number of talons you have
per each civilian. The inital value is determined as:
talons/civilian poverty talons/civilian poverty
< 0 95% 80-120 40%-30%
0-30 95%-65% 120-200 30%-20%
30-80 65%-40% > 200 20%
Poverty is then modified directly by the amount of talons given
directly to the people through charity.
inflation = inflation is an indicator as to the actual value of the national
talon. If inflation is zero percent, then it is 1:1.
Inflation is calculated as:
between 25%-125% of the tax rate [randomly determined]
plus (poverty - 50)/2 and is then adjusted by the ratio of
military to civilians.
Money lost due to inflation will be indicated in the budget.
wealth = see elsewhere.
END
ADDITIONAL MODIFIERS TO NATIONAL ATTRIBUTES
MAGIC POWERS ADD OR SUBTRACT 10 FROM POWERS AS FOLLOWS:
SLAVER.....terror ARCHITECT..storerate
RELIGION...popularity URBAN......-popularity
DEMOCRACY..-terror ROADS......communication
KNOWALL....knowledge DESTROYER..terror
VAMPIRE....terror
CLASSES ADD 30 TO POWERS AS FOLLOWS:
kingdom....popularity dragon.....terror
wizard.....knowledge priest.....popularity
pirate.....terror shadow.....terror
warlord....prestige demon......terror
END
REVOLTS
Revolts are the worst thing that can happen to your nation. Revolts
occur based on the following formulae:
probability of peasant revolt = 10*tax_rate - popularity - terror - 3*charity
probability of military revolt = 5*tax_rate - prestige
Revolts only occur when a nation has more than 20 sectors and a
score > 20. To prevent abuse of this "charity" the maximum tax_rate
before this time is 10%.
END
DONE