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Subject: Updates coming!   PostPosted: Sat Jun 11, 2016 4:07 am Reply with quote

Xerecs and I have discussed many ideas on the VASSAL module, and the ruleset is going to see major additions over the next few days!

Additions to the ruleset
These have been added to the first post.

Errata
Modified abilities
Ransom: In addition to the stated rules for Ransom, factions may now bring the Ransom crew back to a territory, port, or fort controlled by the crew's faction. If the faction can pay, they must pay 100 gold (with gold from that area!); the gold is transferred via a "UT" worth 100 gold to the ship, and the Ransom crew can now be used again by the original faction.

Home territory upgrades
City:
-Each faction has a "city" similar to their other structures. The faction's city represents its populace. Factions start at level 0, and each upgrade costs 50 gold.

Level 1: Add 3 to populace at the beginning of each turn.
Level 2: Add 5 to populace at the beginning of each turn.
Level 3: Add 10 to populace at the beginning of each turn.
Level 4: Add 15 to populace at the beginning of each turn.
Level 5: Add 20 to populace at the beginning of each turn.

RISK
-Each faction gets 10 free army units for home territory defense ONLY. These units cannot be removed from the HT, and are not represented on the map because they are part of the populace. They can only be used if another faction invades their HT.

House rules
Dueling Pistols
Type: Equipment
Point Cost: 5
Reveal this event when within S of an enemy ship. The two ships involved cannot shoot at each other this round (including next round if needed). Specify a named crew on the opposing ship, and one on this ship. Roll a d6 for each crew and add the results to the crew's point costs. The crew that rolled lowest is eliminated from the game. Eliminate Dueling Pistols from the game.

Trick Duel
Type: Equipment
Point Cost: 10
Reveal this event when within S of an enemy ship. Specify a named crew on the opposing ship; that crew is now assigned to this ship, but doesn't take up cargo space, doesn't count against the point limit of this ship, and cannot use its abilities. The opposing ship now gets a free shoot action, after which this ship can move L away. Eliminate Trick Duel from the game.

(Thematically: The captain or crew in question rows over to the other ship with a few members of his crew. These less important crew are quickly dispatched, and the key figure is taken hostage.)

~~~~~

Our checklist for June is coming along extremely well. If we can get ourselves ahead of schedule, we might as well try, because editing the module and creating the map will likely be the most difficult part of this project.


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Subject:    PostPosted: Sat Jun 11, 2016 7:00 pm Reply with quote

Seems to be coming along quite nicely!

With the ransom UT, is it possible to steal that back?
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Subject:    PostPosted: Sat Jun 11, 2016 10:23 pm Reply with quote

cannonfury wrote:
With the ransom UT, is it possible to steal that back?


Yes, so a faction should bring support when getting paid a Ransom. That is also a major reason why the faction getting paid should try to negotiate for the exchange to happen at a port or fort, rather than a home territory. It's less likely that those locations would have 100 gold sitting around, but sailing up to a faction's HT could be risky in any situation, let alone one where you're demanding 100 gold as a ransom payment. Very Happy

You can see how complicated some of the diplomatic relations could get, and the updates I'll be posting this weekend will only make it even more complex. Surprised Very Happy Twisted Evil
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Subject:    PostPosted: Sun Jun 12, 2016 3:48 am Reply with quote

As usual, these rules are subject to change.

Additions to the ruleset
These have been added to the first post.

Updated/New Mechanics
Taxes and Loyalty
-Factions can levy a tax on their populace. Each faction’s populace is based on their city and how many political parties exist in their city hall. For flavor purposes, each number or "unit" of the populace represents 10,000 civilians (ie. a faction with a populace of 1,000 represents a country of 10 million people).
-The number of the tax rate is the amount of gold (up to 6) that faction receives at its home territory at the beginning of each turn.
-The tax rate can only move up or down by 1 gold at a time.
-When a faction declares a new tax rate, that tax rate must remain constant for 5 turns.
-A faction’s loyalty (of their armed forces and populace) can rise and drop. This is based on the tax rate and other factors. When taxes are raised or lowered, the corresponding drop or increase in loyalty occurs over the course of 5 turns. Loyalty cannot drop below 0 or rise above 100.
-Factions can only tax their populace if it is greater than 200.
-Once all factions have a populace of at least 200, each faction must have a populace of at least 500 to levy a tax.

The chart below illustrates how loyalty changes with the tax rate. If the tax rate is at 6 for 10 consecutive turns, desertion will occur. 5 units desert per turn starting on the 11th turn of the 6 gold tax rate. If they go into the negative they have to pay for the units until they have a zero balance, after which they can once again purchase army units.


If a faction’s loyalty drops to 0, roll a d6. On a 1-2, there is a civil war. On a 3-4, there is a revolution. On a 5-6, there is a government overthrow.

Civil war
-The faction crumbles into a civil war between the opposing parties involved. The faction's populace is cut in half. Divide the faction's home territory into two areas. Each half gets half of the army units present in the home territory. On the faction's next turn, the civil war begins. The two sides square off in battle, following the regular RISK combat rules. Battles continue until one side is victorious, ending the civil war. While the civil war is being fought, any ships within L of the home territory fire upon formerly friendly vessels.

Revolution
-The current political party and its supporters in the populace face a revolution by the opposing party. If there are over 50 army units in the HT, the rebellion is quelled and nothing happens. If not, the current political party is eliminated along with their leader. The faction must now function without a government (see below) for 2 turns, after which time another election can be held.

Government overthrow
-Eliminate the entire political party currently in control of the faction. Replace that party with a new party and leader, following the rules for elections (hold one election between the two parties next in line). The tax rate is decreased to 0 and cannot be raised for 10 turns. The loyalty is increased to 100 and can decrease from there.

If the eliminated party is the last party in the city hall, the faction must now function without a government until a new one is hired or planted. In that case, there cannot be taxes, but the faction also cannot buy army units or ships at their home territory.

Government
Each faction will have a city hall, where their government resides. There is no limit to how many different political parties a faction has in its city hall. However, each political party introduced after the initial number results in a loss of 5 loyalty. In addition, each political party introduced after the initial parties adds 20 to the populace.

Each political party will have a leader. This leader will be represented by a crew, and will function similar to regular crew. The politicians will have specific abilities pertaining to their strengths and weaknesses. Most politicians will have abilities that can ONLY be used while in the faction's HT, but some will have abilities that function while at sea. Land abilities cannot be used while at sea, and sea abilities cannot be used while on land.

Each faction will begin the game with one party in power. This party will be detrimental to the faction's success and will have negative abilities. This incentivizes the factions to begin introducing political parties.

To introduce a political party, a faction must hire that party's leader for a gold cost. This brings that political party into play; they and their leader are placed in the city hall. Once in the city hall, they can begin participating in political elections.

Elections
Once every five turns, a faction can have their city hall host an election. Select two political parties and roll a d6 for both of them. The party with the higher result either advances in the governmental system (similar to a tournament bracket) or becomes the leader of the faction (if it was a final election). If a new party comes to power, their abilities and the abilities of their leader come into play and replace the abilities of the old party. Political parties and leaders can only use their abilities when they are in power. If a final election is held when the loyalty is 80 or higher, the party in power gets +2 to its die roll in the election. There can also be elections within parties, to determine which candidate of a party becomes the leader of that party. If a faction has 4 or more parties in their city hall, elections can happen every 3 turns. If a faction has 8 or more parties in their city hall, elections can happen every 2 turns.

Political parties/forms of government:
Land party: Favors land warfare and expansion.
Sea party: Favors naval warfare and expansion.
Home territory party: Favors building up the HT through upgrades and a strong home army, as well as a large populace.
Exploratory party: Favors exploring every corner of the world, at any cost.
Imperial party: Favors aggressive colonial expansion, and declares war on other factions often.
Colonial party: Favors having as many colonies as possible, and having strong upgrades on them such as ports and high-level shipyards.
People's party: Favors increasing the populace, having very low or no taxes, and preserving the safety of the home territory.
Religious party: Favors going to war with specific factions whose religion conflicts with their own.
Upgrade party: Favors upgrading all structures, including those on colonies, before building up the army and navy.
Trade party: Favors resources over gold, and pursues profitable commercial relationships with other factions.
Gold party: Favors gold above all else, including resources and actually spending that gold.
Power party: Favors an absolute monarchy/dictatorial state. Works to eliminate other political parties from contention. Potentially high taxes but a very clear sense of purpose. (centralized decision making)
Resource party: Favors collecting a specific resource, depending on the leader's preference.

There will likely be other parties as well.

-Once every 10 turns, a faction can plant a political party and leader inside the city hall of another faction. This can be used to help that faction, or to hurt them. The leaders of these planted parties can have secret abilities known only to the player who planted them. The player must reveal the secret ability when they intend to use it. This is a way to simulate assassinations, though other possibilities exist as well. (Example of a secret ability: Select a political leader in this city hall. Roll a d6. On a 4-6, eliminate that leader from the game.)

-Sometimes there will be a frontrunner in the political race. That party will get to double its election rolls, but will disappoint the populace and therefore have subpar abilities. On the other hand, a party may have its rolls halved for elections, but might have very worthwhile abilities.

There will be a trade-off between loyalty, populace level, taxes, and long-term agendas. More political parties mean less loyalty, but a higher populace could give a faction the ability to tax. Introducing more political parties also increases how many elections there can be, but that can lead to high turnover in terms of government, which can hinder a faction's overall progress.

Bonds
Factions can issue bonds to receive money from their populace.
-Bonds are an immediate influx of gold.
-A faction can receive a maximum bond value of 10% of their total populace (ex: a faction with a populace of 1,000 cannot receive a bond worth more than 100 gold)
-Factions must repay the value of the bond plus interest. Interest is paid at the end of the period.
-The minimum period of a bond is 10 turns. There is no maximum period.
-The interest rate is tied to the period. A 10 turn bond has a 10% interest rate. 10 turns after issuing the bond, a faction must pay 110 gold back to the populace by eliminating the gold from their home territory (following the 100 gold example).
-Factions are not required to issue maximum value bonds; they can receive gold equal to less than 10% of their populace value, but never more than 10%.
-Only one series of bonds may be issued at a time. More bonds cannot be issued until the current ones are paid off.
-If bonds are not paid back, loyalty drops by the amount that isn't repaid.
Example: A faction has a populace of 1,186. The maximum amount they can get for their bonds is 119 gold. However, they don't think they can pay back 131 gold in 10 turns, so they opt to receive 80 gold, with a 15 turn period. In 15 turns, they pay 92 gold back to their populace. If they can only pay most of the bond payment (70 gold), loyalty drops by 22.

Thoughts?


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Subject:    PostPosted: Sun Jun 12, 2016 4:44 am Reply with quote

Very comprehensive. I think you covered most of the stuff we talked about earlier, and flushed it out as well. I'm really lookng forward to the start of this game.

As a side question, what is the record for number of Campaign games played in a year? I think I or we are going to break that record.
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Subject:    PostPosted: Sun Jun 12, 2016 3:47 pm Reply with quote

xerecs wrote:
As a side question, what is the record for number of Campaign games played in a year? I think I or we are going to break that record.


Great question; I love records.

Based on this I've technically only played one (huge) campaign game per year each year except for 2014. This year we are easily setting records... 3 for me (CG1, CG2, World game) and up to a whopping 5 for you! (CG1, CG2, World, EE (played mostly in 2016), CoEC) Shocked

In addition, both of us (but especially you) will have at least one CG going on for almost the entire year. CG1 started soon after your EE ended, while CG2 is still going on. Since it's not really active, your CoEC helps fill in that gap, and once the World game starts, we'll both be playing a CG... forever! Very Happy
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Subject:    PostPosted: Sun Jun 12, 2016 7:17 pm Reply with quote

Awesome, so five is the new record? I love breaking records Very Happy maybe someday, someone somewhere, will find the time and resources to play more than 5 CG's in a year.
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Subject:    PostPosted: Sun Jun 12, 2016 8:01 pm Reply with quote

Additions to the ruleset
These have been added to the first post.

Resources
-Random timer idea (for resources changing, weather, etc.): At various points throughout the game, all players may agree to use a random timer for that session. When the timer goes off, roll for resource values as normal. Those values hold until the end of the session, or until the timer goes off again.

-Players may agree to change the resource system. Instead of simply rolling a d6 for values and two d6 for duration, other options may be added for more randomness.
Example: A round of turns begins with the d6 roll. A 1 is rolled (on a 2-6 the resources stay the same, until a 1 is rolled). Since a 1 was rolled, roll again. If the second roll is a 2-6 (anything other than a 1), the resources only change value for that turn. On the next turn, they revert back to whatever they were on the previous round, or a different system is once again agreed upon by all players (such as starting over with regular EE rolls, or using the system described in this example). However, if the second roll is a 1, the current EE rolls are disregarded, and new rolls are made (both for values and duration).
Changing the rules for how resources change could really make things interesting.

Specific resource abilities
When 20 or more of these resources are at your home territory OR port, they give you special bonuses. Resource bonuses do not stack. Only one of these abilities can be used at a time. In order to change abilities, the resource in question must be decreased below 20 to select a new one. If these abilities combine with other abilities (such as those from political parties), nothing can ever cost 0 gold. 1 gold is the minimum cost for any purchase.

Lumber: (1) Ships cost 1 less gold than their point cost (point costs don’t change for all other purposes). Shipyard upgrades cost 5 less gold.
(Ships and shipyards both require vast amounts of lumber)
Textiles: (2) Ships cost 1 less gold than their point cost. Gain 1 loyalty per turn.
(Sails are used for the ships, and a great clothing industry keeps the populace happy, especially during winter time)
Metals: (3) Fortress upgrades cost 5 less gold. Army units cost 1 less gold.
(The fortress houses many guns and an armory, and that armory produces guns and swords for the soldiers, hence the lower cost of army units)
Food: (4) Army units cost 1 less gold. Gain 1 loyalty per turn.
(The faction does not have to supply the army with as much rations, and a healthy food market keeps the populace happy)
Medicine: (5) Gain 1 loyalty per turn. If a civil war occurs, the populace is decreased by 25%, rather than 50%.
(A healthy populace, and one that can bear disasters better than the average populace)
Luxuries: (6) Ransom payments can be for 50 gold instead of 100. Named crew cost 1 less gold.
(Thematically luxuries could be swapped for gold (you don’t have to fork over the luxuries during the ransom exchange), and giving named crew different jewelry and valuables could entice them to join your cause)

In regards to that “OR port”, it basically means that if you stockpile 20 or more of a specific resource at a military port, the bonus kicks in IF POSSIBLE. If a military port resource bonus ability says “gain loyalty”, nothing happens because the populace is way back in the HT. However, a military port could benefit greatly from the lumber resource bonus, since ships can be launched at MP’s and each MP will have its own shipyard, upgraded just like the shipyard(s) at a HT.

Upgrades
Island upgrades
-In addition to the gold cost of island upgrades, when a settlement upgrade is purchased, the populace decreases by 2 (to represent people leaving the HT). When a port upgrade is purchased, the populace decreases by 5.

Updated/New Mechanics
Taxes and loyalty
-If the populace falls to 0, there cannot be taxes, and army units and crew cannot be hired.

Government
-To keep things fair, all factions will begin the game with the same “negative” government. One political party will be in power, and their leader will have no abilities. The party’s ability says “lose 1 loyalty per turn”.

Political party abilities
-These will be the abilities of each political party, which only activate when the party is in power. Political leaders will have their own individual abilities.
Land party: Army units have a base cost of 2 (instead of 3). Ships’ point costs are doubled.
Sea party: Army units have a base cost of 5. Captains and helmsmen only cost 1 gold each.
Home territory party: All home territory upgrades cost 10 less gold than usual.
Exploratory party: Army units have a base cost of 4. Three explorers can be hired for just 1 gold. Helmsmen cost 1 gold.
Imperial party: The cost of island upgrades are cut in half. Every 5 turns, declare war on a faction.
Colonial party: The cost of island upgrades are cut in half. Decrease the populace by 2 each turn.
People's party: City upgrades cost 25 gold (instead of 50). The tax rate cannot exceed 2 gold. Island upgrades cost twice their normal amount.
Religious party: Assign a number to each faction. Use a random number generator to choose a faction. Declare war on that faction. Pursue peace treaties and armistices with all other wars.
Upgrade party: Halve the cost of all upgrades. Double the costs of ships and army units.
Trade party: Halve the value of all gold unloaded at the home territory. Halve the cost of trading ports. Pursue commercial alliances with the factions you can profit most from.
Gold party: Double the value of all gold unloaded at the home territory. Halve the value of all resources unloaded at the home territory. Cannot spend more than 20 gold per turn.
Power party: Hire political assassins to eliminate other parties from the city hall. When this political party comes into power, roll a d6. On a 1-3, loyalty drops by 20 immediately. On a 4-6, loyalty does not drop when taxes are increased. Cannot issue bonds.
Resource party: Roll a d6. The result is the resource type that now doubles in value for this faction only.


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Subject:    PostPosted: Sun Jun 12, 2016 8:10 pm Reply with quote

With the Resource bonuses, it would make blockading a more viable option for some factions to hinder another faction. Perhaps we could allow for all types of Port as well HT's to be blockaded, so as to deny a faction the bonus from a resource?
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Subject:    PostPosted: Sun Jun 12, 2016 8:17 pm Reply with quote

xerecs wrote:
With the Resource bonuses, it would make blockading a more viable option for some factions to hinder another faction. Perhaps we could allow for all types of Port as well HT's to be blockaded, so as to deny a faction the bonus from a resource?


I suppose that could work, though for any of them the blockading player cannot gain the bonus for themselves (you'd still need 20 or more of a resource in your own HT/port to receive a bonus).
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Subject:    PostPosted: Sun Jun 12, 2016 8:25 pm Reply with quote

a7xfanben wrote:
xerecs wrote:
With the Resource bonuses, it would make blockading a more viable option for some factions to hinder another faction. Perhaps we could allow for all types of Port as well HT's to be blockaded, so as to deny a faction the bonus from a resource?


I suppose that could work, though for any of them the blockading player cannot gain the bonus for themselves (you'd still need 20 or more of a resource in your own HT/port to receive a bonus).


of course. Blockading would be a way to deny a resource bonus without raiding the Port or HT. Thought Blockading a HT is VERY risky for obvious reasons. Very Happy
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Subject:    PostPosted: Mon Jun 13, 2016 12:56 am Reply with quote

Additions to the ruleset
These have been added to the first post.

Errata
Modified abilities
-The Longship keyword no longer gives two shots per mast. To compensate, all longships will cost half of their regular point cost (rounded up), with the following exceptions (point costs subject to change):
Hrunting: 12 points
Naegling: 12 points
Huginn: 11 points
Muninn: 11 points
Asgard: 10 points
Hrothgar: 11 points
Donar: 9 points
Freya: 8 points
Hlidskjalf: 10 points
Elsinore: 10 points
Kalmar: 12 points
Sautez le Requin: 11 points
Baba Yaga: 10 points
Loki's Revenge: 13 points
Verdani: 11 points
Kettering: 15 points
Icicle: 8 points
Dharma: 8 points
HMS Regent: 10 points
Serpent's Fang: 10 points

Any potential custom longships will be dealt with on a ship-by-ship basis.

-Any abilities that refer to boarding bonuses against sea monsters are applied to ships instead.

-"If a sea monster begins its move within L of this ship, it gets +L to its base move.": Changed to "This ships gets +L to its base move. This ship cannot be assigned a helmsman."

Updated/New Mechanics
-Military ports and HT’s can be blockaded, which results in the blockaded faction losing any resource bonus abilities they had until the blockade ends.

-There will be a neutral merchant ship that sails around once in awhile. This ship will be a 4 masted ship with L speed and 8 cargo spaces. All 8 cargo spaces will be filled up with one resource type. Ships can engage this merchant ship to trade goods on a 1:1 basis. The merchant ship cannot shoot or be shot at. Once all of the original resources are gone, the merchant ship leaves the game, but may reappear again.

~~~~~

At this point, the to do list for June is almost complete! The only things left to do are continue investigating a supply and demand system, and determine if we want to include any aspects of Merchants and Marauders. There is a possibility that religious revolutions will make it into the game at some point, but we don't have any rules for them right now.

2. Flesh out all house rules (June)
-Rules for government, trade, “home front”, etc. (Not necessarily all) [Mostly done]
-Rules (or no rules, but a better understanding) for the trickier concepts, especially in regards to change (changing governments, leadership, etc.) [DONE]
-Ask in forums at BGG on advice for possible integration of other games [DONE] (didn't get much feedback)
-Make Dutch stuff (Dutch East India Company) [DONE]

Soon we'll move onto editing the module itself!


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Subject:    PostPosted: Wed Jun 15, 2016 9:27 pm Reply with quote

Additions to the ruleset
These have been added to the main post.

Resources

Theoretically each resource type should account for 16.67% of the territories and islands in the game.

-If 50% or more of the islands produce the same resource, that resource is worth 3 less gold than usual (to a minimum of 1).
-If 33% or more of the islands produce the same resource, that resource is worth 2 less gold than usual (to a minimum of 1).
-If 25% or more of the islands produce the same resource, that resource is worth 1 less gold than usual (to a minimum of 1).

~~~~~

I think some of the things we've already implemented will create some supply and demand. Factions will of course be able to buy resources from other factions, and the resource bonuses could affect things too. In addition, HT locations and resource type scarcity could make things interesting. The above is more of a supply "solution", but this paragraph illustrates different ways to create demand. (I think the buying could be very interesting, if a faction needs gold immediately and has a resource worth 2, sells it for 4, and then the buyer cashes it in for 6 gold apiece 20 turns from the sale date.)

~~~~~

Updated/New Mechanics

Taxes and Loyalty

-If a faction's loyalty is between 60-79, that faction can add 1 to their populace per turn.
-If a faction's loyalty is 80-99, that faction can hire crew for 1 less gold.
-If a faction's loyalty is 100, that faction can add 2 to their populace each turn. Army units cost 1 less gold.

These effects do not stack, and occur at the beginning of the faction's turn.

Rumors and Missions

Named crew (only) may try to acquire rumors or missions, which may help them or their nation. Rumors are usually more esoteric or selfish in nature, while missions are more obvious and "patriotic".

-Rumors may only be obtained while docked at another faction's settlement or trading port (not colonies).
-Missions may only be obtained while docked at the fort or military port of the ship's faction.

To acquire a rumor or mission, roll two d6. Add the results, and compare it to the point cost of the most expensive named crew on the ship. If the sum of the dice is lower than the point cost, that named crew has been successful. Place a Unique Treasure representing the rumor or mission on the ship's deckplate. Rumors and missions are kept face down, but they do not take up cargo space. Rumors may be stolen as regular "treasure", but missions cannot be stolen by any means. If a ship with a mission is captured or sunk, the mission is eliminated. If the named crew is eliminated, the rumor is eliminated as well. (Rumors are tied to their named crew; missions are tied to the crew and the ship.)

House rules

Storm terrain will occasionally be used.

Storms
If any part of a ship touches a storm, place that game piece inside the storm; they are lost. Roll a d6. If the result is lower than the number of masts, segments, or flags on the game piece, eliminate one mast, segment or flag from that game piece. For game pieces with one mast remaining, treat a roll of 1 as a roll of 0. Ships exit storms by giving them a move action for their turn, and rolling a d6. Place the ship on her stern facing outward on the number rolled. (Moving out requires the full action, unlike fog banks.)

-It is possible there will be seasons (which mimic real life) where more storms are present than usual. Hurricanes may be introduced.

~~~~~

At this point, we are essentially done with our June checklist and it's only halfway through the month! This means we can move on to editing the module, which may very well be the most difficult part of the process. Although I'm soon going to add all of the above posts into the main ruleset, feel free to contribute any ideas, especially in regards to supply and demand.
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Subject:    PostPosted: Wed Jun 15, 2016 11:40 pm Reply with quote

The "final" ruleset is DONE! Very Happy

If you thought it was complex and comprehensive a few weeks ago, check it out now! Shocked
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Subject: It is coming... !   PostPosted: Tue Jun 28, 2016 4:31 pm Reply with quote

UPDATE!

The VASSAL module has been updated!! Huge progress has been made towards the start of the World game, which will hopefully start before September! We are way ahead of schedule. Very Happy

Changes
6/23: Fixed 3 mast jib movement issue
Added zoom options
Added experimental ocean
Changed “move to opponent’s moves” to preferences
Added structure game piece layer above island but below terrain

6/25: Added light blue and light gray tokens
Added Dutch flag to card
Terrain can be cloned
Imported structures
Added Army Unit game piece layer to the top layer

6/26: Added all army units
Added City structure
Added Dutch crew chip
Added tiny text box for island and territory names
Added 10 master ship type! (with some glitches lol)

6/27: Added Dutch stern flag
Other minor changes

Most of these edits are specifically with the World game in mind; however, the updated module is also better for playing standard games. Now you can automatically make 3 mast jibs move S without having to measure it out. To not center on your opponent's moves, go to Preferences. This should help with building fleets at the same time, zoom preferences, and potential simultaneous play.

Now for a few words about the ramifications for the epic World game...

That "experimental ocean" is called Ocean 2 and can only be accessed by going to "Build Your Own" and selecting it. The ocean is a whopping 140000 pixels wide by 70000 pixels high. This may be approximately the right size for the World map; if it's not, we will likely go even bigger. Shocked

Here is the discussion on the VASSAL Module Design forum about ocean issues.

a7xfanben wrote:
I am simply wondering what the best solution might be for creating the map. I would estimate that our ocean needs to be at least 120000 pixels across and 60000 pixels high. I've tried editing a few pictures of the world into the module, but the file size is too large (I tried scaling one of them in GIMP to 140000x70000 and it crashed), while the picture itself is too small. That option is likely out.


uckelman wrote:
That is a _colossal_ image. There may be no image program in existance
which can handle an image that size and still perform reasonably.


Shocked Laughing

After consulting with B.J. again (the creator of the module), I have deduced that we will likely create our own pictures of each continent, make them the right scale, and upload them to the module. That is what I'm going to experiment with next. If that fails, we will use very low-definition images or perhaps just use the existing island pieces (which will be easier now that you can clone islands and terrain).

Here are how the updates look!

The first picture shows all of the army units needed for the World game. They have received their own tab in the game piece "palette", and they're ready for action! The faction colors from top left are: English (red), French (light blue), Spanish (yellow), Pirates (black), Americans (blue), Cursed (purple), Barbary Corsairs (orange), Jade Rebellion (green), Viking (dark red/maroon), Mercenary (gray), and Dutch (white). Why have Mercenary army units? To allow them to be used in games if someone wanted to use the Mercs as a standalone faction, and also because I believe they will be available for commission at military ports since factions can only hire army units at their home territory (Mercenary army units hired at military ports will likely cost twice as much as normal army units.)


This picture shows the various upgrades. At the top left, Martinique has been colonized. The island's name was created with the new text box addition, which will be great for island and territory names. At the top right, an island has a military port on it. The fort represents the defenses, while the new shipyard artwork (from Empire: Total War) shows that ships can be launched from military ports (in hindsight a military port will also have a level 1 tavern for hiring generic crew). Of course, each home territory (HT) will also have a shipyard to begin the game. The bottom row shows (from left to right) a trading port, tavern, city hall, and city. I'd like to make the trading ports and shipyards rotatable in the near future.


And finally, some actual ships! 10 masters are now available! The Baochuan has docked at an island in an attempt to extinguish her fire. However, the Zeven Provincien (here come the Dutch!) approaches with no less than de Ruyter aboard! However, a storm approaches them both... (the storm may be modified to actually have dice around the edges, similar to fog banks. Icebergs may be added, but adding the storm was enough of a headache for now heh) You can see that the artwork (which I based off of B.J.'s file that he sent me with various ship designs) for the 10 master didn't go into the module perfectly; only the 3rd, 4th, and 5th masts are the problem though. Something strange happened where there's a duplicate 10 master picture underneath the main one, but at least it functions perfectly even if it doesn't look quite right. I'll experiment and try to fix it, but at least it's a minor issue!


Link to download (let me know if it works, thanks!)
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