Age of Exploration Game

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LordMoose
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Age of Exploration Game

Post by LordMoose » 13:56:17 Friday, 25 August, 2017

so I'm just asking before I put time into this, would anyone be interested in a exploration/colonization game? it would be a completely new map [not N/S America] set in the mid to late 1500s, you would be playing colonial companies vying for control over land, minerals and other goods to grow your empires as you fight both with the natives and other empires .

Some game info
Demands
Every Colonial Company will be faced from time to time [normally every 2-6 years] with rather large demands for items,
these can range from "The UK demands 1,000 Tall Ship Masts [ie very straight tall logs] before X date", the subject
will vary a lot and depend on what is happening in the old world, it is recommended that you fulfill these demands [share
holders also have demands] due to the fact the Nations/Share holders could revoke support

Support
A CC can at anytime ask for support from there host nation or company for any reason and amount of stuff, weather you
get what you requested depends on a lot of things, for example - how long since you last asked, the price of it, any wars going on
, relations between each other ext ext

Taxes
Rather simple, these are taxes that are imposed to the CC and the people of the colony [so the opions of the people in the colony could
be different than the CC's] on all revenue and items made, these taxes can and will change offend [failure to pay the taxes in full could be bad]

Starting
You will start off with one city along with a naval and land unit, a goal set by your company/home nation and a small map of the region.

Time Lag
Turns will work differently than in most games, there will be a 3 month [1/2 turn] delay on all info, so turn two will contain info on the last 3 months of turn one while only having info on the 1st 3 months of turn 2. Old world news will be instance

Actions
SpoilerShow
— NPC Diplomacy (FREE): Private message with the GM (or contact on IRC) for discussions with NPC nations, individuals, groups, etc.
— Enact Reforms (-20): Blanket cost for all reforms (political, domestic, economic, etc.) carried out in a nation. Will have particular effects on your nation, please specify the reforms you wish to carry out.
— Investment (-50 minimum, blocks of 50): Invest in an specified area of the economy to enhance its growth.
— Send Aid (-25 minimum, blocks of 25): Send aid (economic, material, military, etc.) to a specified political or rebel group, individual, or nation.

— Fund Explorers (-10): Send intrepid individuals to strike out to new lands, making contact with new peoples. Assists claims by virtue of discovery, and increases chances of successful trade post, claim, and colony establishment.
— Establish Trade Post (-20): Having negotiated with a local ruler, build a trade post to reap the benefits of trade from exotic new regions.
— Establish Claim (-20): You know the limits of your land, but now you want everyone else to know too. Stake a formal claim (which will show up on the map) of areas you deem yours, even if you’ve hardly been there!
— Encourage Colony (-50 minimum, blocks of 50): Provide people with transport, exemptions, encouragement of all kinds to move somewhere new and set up shop. Will speed the natural growth of colonies. This action can also be used to found new colonies.

— Incite Unrest (-75): Stir up unrest, dissenting elements, and other opposition groups in another country. Chances of success increase dramatically if it’s based on something more than thin air.
— Frame Others (-30): From intricate covert ongoings to false flag attacks, frame someone else for something you did (or didn’t do!).
— Establish Spy Ring (-50): Set up a system for spying on a desired target.
— Assassination (-150): Kill anyone - from the leader of a vast empire to a man on the street. But you probably don’t want to bother with just a random man on the street, if we’re honest.
— Sabotage (-30): Economic, social, political, structural, anything that can be broken, this breaks it. Chances of success increase if you give some specifics!
— Stage Coup (-250): Attempt to topple a certain regime. Specify by which local elements the coup is being carried out. If successful a new government will be established.
— Influence public opinion (-30): Make use of a variety of methods, including statements, propaganda, the rumour mill, the media, etc., to influence the opinion of the public; of your nation or another nation.

— Buy a Unit (-10): Recruits a new unit directly to your reserves.
— Buy a Fleet (-20): Builds a new series of ships, ready to sail after 3 turns.
— Deploy a Unit/Fleet (-10): Send troops or ships from one place to another. Each time you launch an attack or an advance, you must use this action.
— Undeploy a Unit (FREE): Send your divisions back home.
— Send Volunteers (-25): Encourage members of your own population to enlist abroad to fight for someone else’s king and country.
— Hire Mercenaries (-20): If you’re running low on troops, hire some. 20 credits per unit, they are ready to fight on the turn you buy them.
— Commission privateers (-30): Issue letters of marque to various characters of ill-repute to target your enemies and harm their trade.
— Build Defences (-50 minimum, blocks of 50): Coastal batteries, defensive lines, star fortresses, build anything you like to defend what’s yours.
more info will come later

I want 4 people saying there interested before I start making the game
Last edited by LordMoose on 12:35:24 Sunday, 10 September, 2017, edited 1 time in total.

LordMoose
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Re: Age of Exploration Game

Post by LordMoose » 01:39:05 Saturday, 26 August, 2017

current example
GM Master Map
expample blank.jpg
the above map is the master map, this is what the area looks like [the one I use]. so a player explores
the area and gets the following map
Player Explored Map
exploration map.jpg
a good amount of detail lost but still useable, so he decides to place down his 1st settlement/capital
Player Settlement Map
expample claimcontrol.jpg
and they would get this map, the "Red" areas is where he has complete control over movement [with in reason]
and wealth creation [farming, mining, logging ext ext] while the "Pink" area [claim will be a lighter hue of your color]
is areas where he claims to own yet he has a lot less control. both controls and claims will grow as settlements expand.
Also note the level of detail is higher than in either of the other two [but it is a much smaller map]
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LordMoose
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Re: Age of Exploration Game

Post by LordMoose » 20:37:02 Saturday, 09 September, 2017

To add to this this game will have most of the features of a normal BOP
SpoilerShow
— NPC Diplomacy (FREE): Private message with the GM (or contact on IRC) for discussions with NPC nations, individuals, groups, etc.
— Enact Reforms (-20): Blanket cost for all reforms (political, domestic, economic, etc.) carried out in a nation. Will have particular effects on your nation, please specify the reforms you wish to carry out.
— Investment (-50 minimum, blocks of 50): Invest in an specified area of the economy to enhance its growth.
— Send Aid (-25 minimum, blocks of 25): Send aid (economic, material, military, etc.) to a specified political or rebel group, individual, or nation.

— Fund Explorers (-10): Send intrepid individuals to strike out to new lands, making contact with new peoples. Assists claims by virtue of discovery, and increases chances of successful trade post, claim, and colony establishment.
— Establish Trade Post (-20): Having negotiated with a local ruler, build a trade post to reap the benefits of trade from exotic new regions.
— Establish Claim (-20): You know the limits of your land, but now you want everyone else to know too. Stake a formal claim (which will show up on the map) of areas you deem yours, even if you’ve hardly been there!
— Encourage Colony (-50 minimum, blocks of 50): Provide people with transport, exemptions, encouragement of all kinds to move somewhere new and set up shop. Will speed the natural growth of colonies. This action can also be used to found new colonies.

— Incite Unrest (-75): Stir up unrest, dissenting elements, and other opposition groups in another country. Chances of success increase dramatically if it’s based on something more than thin air.
— Frame Others (-30): From intricate covert ongoings to false flag attacks, frame someone else for something you did (or didn’t do!).
— Establish Spy Ring (-50): Set up a system for spying on a desired target.
— Assassination (-150): Kill anyone - from the leader of a vast empire to a man on the street. But you probably don’t want to bother with just a random man on the street, if we’re honest.
— Sabotage (-30): Economic, social, political, structural, anything that can be broken, this breaks it. Chances of success increase if you give some specifics!
— Stage Coup (-250): Attempt to topple a certain regime. Specify by which local elements the coup is being carried out. If successful a new government will be established.
— Influence public opinion (-30): Make use of a variety of methods, including statements, propaganda, the rumour mill, the media, etc., to influence the opinion of the public; of your nation or another nation.

— Buy a Unit (-10): Recruits a new unit directly to your reserves.
— Buy a Fleet (-20): Builds a new series of ships, ready to sail after 3 turns.
— Deploy a Unit/Fleet (-10): Send troops or ships from one place to another. Each time you launch an attack or an advance, you must use this action.
— Undeploy a Unit (FREE): Send your divisions back home.
— Send Volunteers (-25): Encourage members of your own population to enlist abroad to fight for someone else’s king and country.
— Hire Mercenaries (-20): If you’re running low on troops, hire some. 20 credits per unit, they are ready to fight on the turn you buy them.
— Commission privateers (-30): Issue letters of marque to various characters of ill-repute to target your enemies and harm their trade.
— Build Defences (-50 minimum, blocks of 50): Coastal batteries, defensive lines, star fortresses, build anything you like to defend what’s yours.
it is just going to be like 1800 yet set in a way where you are the colonist and the old world will demand stuff from you every now and then.

You will start off with one city along with a naval and land unit, a goal set by your company/home nation and a small map of the region.

Turns will work differently than in most games, there will be a 3 month [1/2 turn] delay on all info, so turn two will contain info on the last 3 months of turn one while only having info on the 1st 3 months of turn 2. Old world news will be instance

Four Companies to Choose From
note I only need 4 people interested to start, if more people want to join I will make more, only one per person
These companies will determine how much taxes you pay, who you are loyal to and what support you will get

The United Colonies - Aquilon
You good sir will take control of the United Colonies for her royalty's government. At your backing you will have
the greatest navy that ever was helping you along the way but make no mistake things will not be easy. Since the
United Kingdom of Malkin, Glazin and Jrquen have colonies across the world you will share her great power, and the
cost for this power is steep, Taxes will be high along with demands for goods and services

The East Americas Company
Why heed the endless demands of the UK when you can spend that money growing your new colonies? With the backing
of the Tuch royal house you will be given total control over how you run things as long as you pay your modest taxes and
allow us to use your ports from time to time, yet don't expect us to come running to help you if things go south for you

East Seas Company - Symg
Come with us on a new path, be indebted to no nation or Old World power as you found your own nation in the Americas
and make your own path free from the fingers of fat nobles and kings past. the time delay will be ignored for you [yet old
world actions will still apply the time delay] with the addition that you will have no taxes nor demands but you will have share
holders to appease [which might demand more]

Vengla Company - Coin
Strike the middle ground between taxes and support, the great nation of Vengla demands a fair amount of taxes for
a fair amount of support, bring glory for our proud nation as you push into the unknown
Last edited by LordMoose on 01:11:14 Wednesday, 13 September, 2017, edited 5 times in total.

LordMoose
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Posts: 328
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Re: Age of Exploration Game

Post by LordMoose » 23:08:43 Saturday, 09 September, 2017

Demands
Every Colonial Company will be faced from time to time [normally every 2-6 years] with rather large demands for items,
these can range from "The UK demands 1,000 Tall Ship Masts [ie very straight tall logs] before X date", the subject
will vary a lot and depend on what is happening in the old world, it is recommended that you fulfill these demands [share
holders also have demands] due to the fact the Nations/Share holders could revoke support

Support
A CC can at anytime ask for support from there host nation or company for any reason and amount of stuff, weather you
get what you requested depends on a lot of things, for example - how long since you last asked, the price of it, any wars going on
, relations between each other ext ext

Taxes
Rather simple, these are taxes that are imposed to the CC and the people of the colony [so the opions of the people in the colony could
be different than the CC's] on all revenue and items made, these taxes can and will change offend [failure to pay the taxes in full could be bad]

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Coin
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Re: Age of Exploration Game

Post by Coin » 08:18:38 Sunday, 10 September, 2017

Looks very interesting, particularly with the updated rules. Will the RNG be the deciding factor for most things?

Count me in regardless. Would be good if the first post was tidied up a wee bit as well.
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LordMoose
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Re: Age of Exploration Game

Post by LordMoose » 12:30:16 Sunday, 10 September, 2017

it will be a mix of both RNG and non-RNG [due to the actions of others and the like]

I will clean it up once I have some more free time later today

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