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03:09, 20th April 2024 (GMT+0)

Civ type game?

Posted by The GMFor group 0
The GM
GM, 56 posts
Sun 13 Dec 2020
at 15:11
  • msg #1

Civ type game?

Fill out stats for your nation.

Military: Distribute: "Excellent," "Good," "Okay," "Poor"
Tactics: how well trained military is
Logistics: how well equipped military is
Support: how public views war
Recruit: Available population

Political: Distribute: "Excellent," "Good," "Okay," "Poor"
Tribute: How is our economic relationship with ally 1
Alliance: How is the friendliness of our relationship with ally 2
Treaty: How well is our peace treaty with ally 3 holding up
Trade: How is our economic relationship with ally 4

Economic: Distribute: "Excellent," "Good," "Okay," "Poor"
Tax Rate: How well are we collecting taxes?
Import: How good are we at negotiating importing stuff we need and/or want?
Export: How good are we at negotiating exporting our stuff?
Market: How healthy is our economy?

Intelligence: "Excellent," "Good," "Okay," "Poor"
Sabotage: How good are we at it if we wanted to do it?
Influence: How good are we at stirring up rebellion if we wanted to do it?
Assassinate: How good are we at it if we wanted to do it?
Spy: How good are we at learning secrets if we wanted to do it?


Magical stuff: "Excellent," "Good," "Okay," "Poor"
Research: How good are we at it?
Actually develop practical new applications: How good are we at it?
Safety: How careful are we with new things?
Secretive: How good are we at keeping our magical secrets secret?



Infrastructure

Factory: craft material
Farm: harvest food
Mine: mine metal
Lumber Yard: make lumber
Roads: improved travel
Academy: create Support Units
Temple: create magical units
Hospital: heal unit(s) during defense
Castle: Capital only, full defense
Wall: boost defending units
Harbor: create naval units
Air Strip: create aerial units
Moat: boost defending units
Workshop: build artillery units
Embassy: boosts nation interaction
Barracks: create Infantry units
Stables: create Cavalry (land) units
Firing Range: create ranged units
Keep: boost defending units
Tavern: morale
Bank: boost economy



Units

Support

Engineer: repair artillery and fortifications
Priest: heal 5 hp
Bard: 1 reroll per turn

Magic: Must build Temple to create unit. Each unit can cast 1 spell per turn in combat.

Holy-
Smite: 1d12 damage
Bless: +5 to next roll
Heal: replace 2 hp
Banish: remove summoned unit from board



Elemental-
Burn: 1d8 damage, charge 1 turn for one die type higher up to 1d12 damage, targets take 2 burning damage per turn for 2 turns.
Freeze: trap unit in place for 2 turns, 1d4 damage
Wind Tunnel: move target unit 3 spaces
Wall of rock: +2 ac to unit defending targeted space.


Arcane:
Magic Missiles: x1 d12 damage, x2 d6 damage, x3 d4 damage
Mage Armor: +2 ac
Turn Ethereal: target cannot be detected or attack for 2 turns
Summon: summon unit of elementals

Armor
Light: +2 ac
Medium: +3 ac, -1 speed
Heavy: +4 ac, -2 speed
Shield: +1 ac

Infantry
Hammer: 2d10 damage, -1 speed, ignore half armor round down
Axe: 2d4 damage, x2 damage to unarmored or flanked units
Spear:  2d8 damage, reach 1
Sword: 2d6 damage, +1 speed

Ranged
Short Bow: 2d4 damage, reach 2, +1 speed
Long Bow: 2d6 damage, reach 4
Crossbow: 2d8 damage, reach 3, reload

Artillery
Ballista: 4d4 damage, reach 4
Catapult: 4d6 damage, reach 6
Trebuchet: 4d8 damage, reach 10 reload


Mounts
Dog: +2 attack, reveal hidden units within 4 spaces
Horse: +2 speed, charge +1 damage die
Warg: +2 ac, +10 health
Dragon: fly speed 4, +2 attack 3d8 damage

Naval
Transport: speed 2, hold 5,
Escort: speed 2, hold 2,
Destroyer: speed 1, hold 4,
Raider: speed 3, hold 2,

Aerial
Winged: Speed 3, hold 0
Glider: speed 4, hold 1
Balloon: speed 2, hold 2
Barge: speed 1, hold 4



Training Level-

Conscript: -2 to skill
Militia: -1 to skill
Regular: +0 to skill
Elite: +1 to skill
Special Forces: +2 to skill


Experience: +1 per battle survived to max +3 from experience (green, hardened, veteran)


Attributes
Skill: unit training + experience (d20 mod for attacks)

Weapon: unit damage

Armor: unit armor class

Health: unit health (20 starting health)

Speed: unit move rate (2 spaces, minimum 1)

Morale: unit condition

Eager: 100% health
Shaken: 50% health
Broken: 25% health
This message was last edited by the GM at 15:51, Sun 13 Dec 2020.
The GM
GM, 57 posts
Sun 13 Dec 2020
at 19:13
  • msg #2

Re: Civ type game?

Roll to attempt to:
--do Military Offense/Defense
--do Magic Offense/Defense/Support
--Influence leaders of other nations
--Calm down your own population (or get them excited)
--Influence the population of another nation
--Increase your economy
--Do economic sanctions on another nation
--Sabotage another nation
--Spy on another nation
--Kill someone in another nation
--Catch enemy spies in your own nation
--Research magic
--Actually develop new magic (or develop using old magic in new way)
--Build (or rebuild) (or strengthen) infrastructure fast
--Found a brand-new town or defense position
This message was last edited by the GM at 03:22, Mon 14 Dec 2020.
The GM
GM, 58 posts
Mon 14 Dec 2020
at 00:36
  • msg #3

Re: Civ type game?

Cults:
--Fascist Anti-magic Witchfinders            dwarves
--Fascist Mageocracy                         humans
--Fascist Strongmanocracy of capitalism      halflings
--death cultists doomsday cult               elves
This message was last edited by the GM at 03:22, Mon 14 Dec 2020.
The GM
GM, 59 posts
Mon 14 Dec 2020
at 03:01
  • msg #4

Re: Civ type game?


Swifts

Military: Distribute: "Excellent," "Good," "Okay," "Poor"
Tactics: how well trained military is Excellent
Logistics: how well equipped military is Poor
Support: how public views war Good
Recruit: Available population Okay

Political: Distribute: "Excellent," "Good," "Okay," "Poor"
Tribute: How is our economic relationship with ally 1
Alliance: How is the friendliness of our relationship with ally 2
Treaty: How well is our peace treaty with ally 3 holding up
Trade: How is our economic relationship with ally 4

Economic: Distribute: "Excellent," "Good," "Okay," "Poor"
Tax Rate: How well are we collecting taxes?                                   Excellent
Import: How good are we at negotiating importing stuff we need and/or want?     Good
Export: How good are we at negotiating exporting our stuff?                    Okay
Market: How healthy is our economy?                                           Poor

Intelligence: "Excellent," "Good," "Okay," "Poor"
Sabotage: How good are we at it if we wanted to do it?    Excellent
Influence: How good are we at stirring up rebellion if we wanted to do it?   Okay
Assassinate: How good are we at it if we wanted to do it?   Good
Spy: How good are we at learning secrets if we wanted to do it?     Poor


Magical stuff: "Excellent," "Good," "Okay," "Poor"
Research: How good are we at it?                                        Okay
Actually develop practical new applications: How good are we at it?       Poor
Safety: How careful are we with new things?                              Good
Secretive: How good are we at keeping our magical secrets secret?    Excellent
The GM
GM, 60 posts
Mon 14 Dec 2020
at 03:12
  • msg #5

Re: Civ type game?



Dwarves
Elves
Goblins
Halflings
Humans
Trolls
Centaurs
Lizardfolk
Satyrs
Sasquatch/Firbolg
swift
Goliath
Minotaur
Naga
Kobold
Kitsune
thri-keen
Lakra jaguar people
Uglolla poison frog people
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