A simple CIV clone with concurrent chess like combat and procedurally generated map. No dicerolling besides the map generation which doesn't involve the players. A turn is done once all players have finished their actions or if the turn has been on for two days. The pace can be discussed further. Pick a color and a corner. For now only 4 players as this is experimental and the map is quite small. Turns>Gather resources from your tiles each turn >Gold is stored >Food is not stored >Settlements consume food and units consume gold >Remaining resources can be spent on buildings or other actions >Food deficit caps the production of gold from settlements by the available food production >Gold deficit disables all actions that require gold >You can expand to any adjacent tile at the cost appropriate to the terrain as long as there is either a settlement or fort within 3 tiles >Expanding or moving units reveals adjacent tiles which are then rolled for next turn >Diagonal tiles are not adjacent More rules in the subsequent posts
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:52:19 No. 6059104 Report What about building a fort on a spot that is threatened by an ennemi? No rule for that?
John Smith !O5ndVe5XNE
Quoted By:
>>6059103 Only 1 upgrade, lvl2
John Smith !O5ndVe5XNE
>>6059104 OP talked about a neighbor enemy blocking buildings, like we did with our swordsmen before. Your pikeman isn’t close to my plains so I guess it passes.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:55:03 No. 6059110 Report >>6059108 Clear for me. Also, I feel that playing the turn first is a disadvantage at this point of the game. So as a gentleman's agreement sort of thing, please let me play next turn first to compensate for this one
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 15:55:24 No. 6059111 Report >>6059104 That could be a befitting interpretation of the original intent of the adjacent hostility rule.
It would mean that pikemen and bowmen would no longer be considered hostile in this sense with normal adjacency.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 15:56:26 No. 6059113 Report >>6059110 Yeah that's kind of an issue with the simultaneous turn thing, which will require some balancing and mechanic changes for the future.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:56:26 No. 6059114 Report >>6059111 I think it makes more sense this way to be honest.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 15:57:31 No. 6059116 Report Quoted By:
>>6059113 There's the possibility to send turns "blindly" but this website is ill adapted for that.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 15:58:43 No. 6059117 Report >>6059114 If that is ruled then it would prevent the construction of a fort on D4 while also preventing upgrades on F2. John's pikeman can also see and attack SeptentriEast's pikeman on F2.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 16:00:59 No. 6059118 Report Quoted By:
>>6059117 I'm okay with that.
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 16:02:00 No. 6059120 Report Quoted By:
>>6059117 Pump the gold into E2 fort instead please.
John Smith !O5ndVe5XNE
>>6059110 sure. although considering that there's no retroactive stuff the advantage isn't as big as when we did that double fort thing, kek.
>>6059117 yup, so another double knockout if that's the case
SeptentriEast !2gxW5JDLSc
SeptentriEast !2gxW5JDLSc ID:Dqhi4HxU Mon 15 Jul 2024 16:05:35 No. 6059123 Report >>6059121 Isn't the fort taking the hit for my dude instead?
John Smith !O5ndVe5XNE
>>6059123 Sorry, got a little confused. Pikeman attack ensues.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 22:56:30 No. 6059416 Report Rolled 3, 2, 5, 2 = 12 (4d5) >>6059123 >>6059131 End of Turn 11
H5 wasn't considered adjacent so I put the boat on F1 instead.
Attacks:
>Pikeman (Ioannus Regnum) D4 <-> Pikeman (SeptentriEast) F2 Movement
>Ioannus Regnum >Swordsman B3 -> C1 (Takes C1 and C2 D2 boats) >SeptentriEast >Bowman C1 -> A1 (Takes A1 and B1) Rolling these tiles
>F4 >G5 >I6 >J6 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 22:58:33 No. 6059417 Report Quoted By:
Rolled 17, 13, 6 = 36 (3d20) >>6059416 Reroll
>G5 >I6 >J6 CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Mon 15 Jul 2024 23:08:59 No. 6059419 Report >Turn: 12 >F4: Sea >G5: Sea >I6: Sea >J6: Mountains >>6059057 >Ioannus Regnum >Gold: 29 - 11 + 11 = 29 >Gold per turn: 11 - 1 = +10 >Food: 12 - 9 = +3 >Settlements: >A4: Level 9 >Forts: >B3: Level 2 >Units: >B2: Swordsman >C1: Swordsman >>6059088 >SeptentriEast >Gold: 12 - 8 + 17 = 21 >Gold per turn: 27 - 7 = +20 >Food: 12 - 17 = -5 >Settlements: >A1: Level 9 >J1: Level 8 >Forts: >E2: Level 1 >F2: Level 1 >Units: >A1: Bowman >F2: Pikeman John Smith !O5ndVe5XNE
>>6059419 why didn't his bowman get destroyed ?
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:19:51 No. 6059453 Report Quoted By:
>>6059440 It moved out of the way.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:21:48 No. 6059456 Report >>6059440 The swordsman would have destroyed it had the bowman not moved. But there's no movement order as it happens all simultaneously.
John Smith !O5ndVe5XNE
>>6059456 you should've told me that when I pointed to that rule in
>>6049793 John Smith !O5ndVe5XNE
Since that the case, I'm forfeiting. this will be a cat and mouse game where he'll fuck my base when I only have 1 unit and just 1 fort, meanwhile rng gave him 3 good locations for forts while I had to do mad plans to try to conquer stuff and that rule change with the spearman fucked my chance with that island. GG.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:32:28 No. 6059461 Report >>6059458 Yeah that's true. At the moment the bowman hadn't moved but it was the logical response if you knew of the rule.
John Smith !O5ndVe5XNE
>>6059461 the only way that rule would apply would be if you were the last to make a move or if you somehow willingly moved into enemy unit. considering that the archer has 2 movement, the only way he can stop fucking ym base would be with at least a swordsman and a pikeman.
on the topic of rng, either you reduce the chance of getting sea or have some way where you can manage to build/get stuff across it because if you get unlucky like I did it's basically over.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:36:55 No. 6059465 Report >>6059459 Well I appreciate you for participating nonetheless. The situation at this point might not be totally lost EG by blocking out the bowman with the other swordsman but it's your call to forfeit if you want to.
Clearly this needs a lot of honing before it can be a fair and easy to grasp thing.
It sort of devolved into rule discussion ever since turn 10 and even before that there was a lot of confusion.
Thanks for playing to the both of you and perhaps at another time this can be a more coherent game here.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:38:44 No. 6059466 Report Quoted By:
>>6059464 Yes there's way too many sea tiles, and the unit movement is a bit wonky right now. Expansion also needs an overhaul to make it less tedious over said sea tiles. Perhaps a reintroduction of the settlement distance rule but it extends over sea tiles too.
John Smith !O5ndVe5XNE
>>6059465 nigga how would I block the bowmen if he can just use the sea to evade any blockades with only 1 unit ? also I'm on the production disavantage, both unit making and gold, while having to deal with the archers fucking at least 2 tiles of mine per turn.
regardless, it was a fun starter. hope you make an improved version soon.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:39:55 No. 6059468 Report Quoted By:
>>6059464 Also combat probably needs to be checked into as well.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:41:35 No. 6059469 Report Quoted By:
>>6059467 Thanks. I think the top priority is to hone the simultaneous unit movement and attacks.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:43:20 No. 6059470 Report Quoted By:
One thing that could benefit the flow of gameplay is to perhaps scrap forts altogether in their current state and make settlements function as unit building centers. Perhaps some kind of walls can be upgraded as a standin for the fort's defensive aspect.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:45:03 No. 6059471 Report Quoted By:
The other thing to do is clarify what actions can be taken on the current turn and how many actions can be stacked on top of one another (like taking over a tile and then building something on top of it)
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 00:47:34 No. 6059473 Report Quoted By:
Lastly all I want to say is that I am appreciative to have gotten the chance to try this out in action. I'll try to see what use I can make out of it, either through evolving the current game or taking aspects of it to some other style of gameplay. Thank you all and see you around!
John Smith !O5ndVe5XNE
>>6049793 >Exploration >QM rolls a d5 and a d20 for each revealed tile >First die: >1: copy tile to the right >2: copy tile on the bottom >3: copy tile to the left >4: copy tile on the top >5: use a unique terrain >If first die was 5 or the rolled tile was also empty, roll for terrain >Second die: >1-5: plains >6-8: mountains >9-10: desert >11: forest >12-20: sea went to look back the the tile chance and no wonder I became a fucking island and the other guy was on the same path, 9/20 chance of getting a sea tile, plus the copy tile mechanic when a lot of tiles ended up the same made a snowball effect. the dice amount for the other tiles look ok so my suggestion is to either reduce the time to a d13 for example or increase the range for the others while removing from the sea.
DrDragonfagQM !2gxW5JDLSc
DrDragonfagQM !2gxW5JDLSc ID:Dqhi4HxU Tue 16 Jul 2024 05:28:20 No. 6059609 Report Thanks for playing. Agreeing with John on the movement that can be a bit silly. Also, I invested heavily in mines to be at a deficit in early game regarding plain/Settlement; I believe this point is not really balanced. I'd say that sea movement can be balanced with more water units : troop transport boat and man'o'war, attacking and conquering boats comes to mind.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Tue 16 Jul 2024 06:50:17 No. 6059645 Report Quoted By:
>>6059495 Noted
>>6059609 Perhaps some kind of port building could be used to build ships.
Anonymous
Quoted By:
btw if you managed to make it while this thread is up, we could test any possible changes.
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Wed 17 Jul 2024 01:59:42 No. 6060283 Report I'll see what I can do. Do you feel a fresh start is appropriate? Cause I would do one.
Anonymous
Quoted By:
>>6060283 sure. we only played a little after all. just going with the changes we did along the game and a possible reduction in sea tiles appearing will change things greatly. a shame we didn't manage to get 4 anons like you planned.
DrDragonfagQM !2gxW5JDLSc
DrDragonfagQM !2gxW5JDLSc ID:Dqhi4HxU Wed 17 Jul 2024 05:14:35 No. 6060450 Report Quoted By:
Yeah. Feel free to advertise again in /qtg/ saying you starting a second round.
Anonymous
Anonymous
Anonymous
Quoted By:
Any new happenings ?
Anonymous
Quoted By:
any second now
Anonymous
Quoted By:
Any second soon enough
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Thu 01 Aug 2024 17:21:54 No. 6071200 Report Was traveling for a week. Will look into it soon.
Anonymous
Anonymous
Quoted By:
Millions must doot
DeepDungeonQM !!3iWegEqYTx/
DeepDungeonQM !!3iWegEqYTx/ ID:10DgL/4B Sun 18 Aug 2024 22:05:42 No. 6083661 Report Quoted By:
Yeah I'll be busy for the month so uhhh probably in September at the earliest
CivilizationQM !!mcGo4NTt/RX
CivilizationQM !!mcGo4NTt/RX ID:10DgL/4B Sun 18 Aug 2024 22:07:35 No. 6083664 Report I'll be pretty busy with other stuff for this month so at earliest I will be able to do a new run of this next month.
Anonymous
Quoted By:
>>6083664 you should archive this, then