08-13-2022, 01:26 PM | #41 | |||
Join Date: Jun 2022
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Re: Realm Management as a 4x game?
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Mostly I wanted to use it to replace the absolute rubbish kingdom management rules in Pathfiner's Kingmaker AP, but it's not up to that task without a bunch of work on my end, and I just haven't carried to pour the work in. Quote:
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* By "we" I'm mean globally, and I count this as having started in the Renaissance, despite innovation being a 'rich man's game' at the time. We had just enough prosperous, idle, educated people with a drive to innovate that innovation really took off. And while yes, necessity might be the mother of invention, was there really a need for over 100 uses of peanuts? No, there was not, but there was one man with an idea, time, and the education to put his himself to it, in order that his idea could be implemented... which was widespread crop rotation in the southern rural US, not peanut products. But what is George Washington Carver known for? |
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08-13-2022, 05:13 PM | #42 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Realm Management as a 4x game?
It was never meant to do that and every time I openly talked about it before it's release I reiterated that. Sorry it's useless, but GURPS has enough of a bad rep concerning mathematical complexity that I wasn't willing to add to it. Moreover, such a book would be at least 70ish pages - probably over a 100 and cater to a small portion of GURPS proper. It wouldn't be worth the expense.
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08-13-2022, 09:05 PM | #43 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Realm Management as a 4x game?
Are you hoping to play the game with characters or just as an abstract 4x? The more you say the more it sounds like you want to run at a speed and scale that does not admit individual characters.
Pyramid 54. See post 4 of this thread for more details in general.
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08-14-2022, 11:31 AM | #44 | |
Join Date: Jan 2018
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Re: Realm Management as a 4x game?
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Right now, my inclination is to use the rules for New Inventions, with modifiers to incorporate all the factors you mentioned. If you have any other suggestions, please let me know. |
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08-14-2022, 10:08 PM | #45 | |
Join Date: Jan 2018
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Re: Realm Management as a 4x game?
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I have developed a short list of modifiers: Bonuses: - increased population density - increased travel / trade with other communities - decreasing social disorder Penalties: - declining population density - reduced travel / trade with other communities - increasing social disorder |
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08-15-2022, 08:38 AM | #46 | |
Join Date: Sep 2011
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Re: Realm Management as a 4x game?
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To refresh your memory, one way to win in Sid Meier's Civilization was to build a spaceship and lift-off. The destination of that spaceship was Alpha Centauri. The Alpha Centauri game apparently picked up after the spaceship made landfall and the different factions aboard had dispersed and set-up their initial bases. I never actually owned the computer game it was based on, but I do own its Civilization V replacement Sid Meier's Civilization Beyond Earth, so I feel confident in saying that GURPS Sid Meier's Alpha Centauri is likely what you're looking for, but you'll have a lot of grunt work to do to adapt it more broadly for 4e play. You might want to look at GURPS Uplift for its tables on ur-species developing societal traits from species position in the ecology. Ur-Species traits would be a spectrum of eight traits such as Suspicion, Empathy, Egotism which would turn into Social Parameters on a spectrum for things such as Chauvinism, with a range from Xenophilia to Xenophobia; Pragmatism; Social Cohesion and so on. The tables for the social parameters are still in GURPS 4th Edition, but not the tables deriving them from species behaviors. |
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08-15-2022, 11:19 AM | #47 | |
Join Date: Jan 2018
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Re: Realm Management as a 4x game?
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Interesting. Do you know if GURPS Sid Meier's Alpha Centauri has a kind of Tech Tree? Or should I continue to adapt my own tech tree? |
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08-15-2022, 12:11 PM | #48 |
Join Date: Dec 2007
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Re: Realm Management as a 4x game?
It has a simplified version of the tech tree. Tech is divided into four paths and each individual breakthrough is given a numerical path rating and you have to get Build 3 before you can move on to the Build 4 thing.
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08-15-2022, 03:41 PM | #49 |
Join Date: Jan 2018
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Re: Realm Management as a 4x game?
Interesting. Thank you for the recommendation. I will have to take a look.
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08-15-2022, 09:46 PM | #50 |
Join Date: Jan 2018
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Re: Realm Management as a 4x game?
Thinking out loud again.
I have been looking into the design to tech tree. One of the concerns is that, according to Ghys, tech trees create a sense of "technological determinism". Another concern is that tech trees are, in my opinion a bit complicated. I am getting a bit frustrated. Here is what I managed to develop, based on the Tech Level section (B511-513). Reading this, I think I have a better alternative. Following the section Tech Level by Field, I would have several particular areas of knowledge. Tech Level by Field gives four examples: Transportation, Weapons and Armor, Power, and Biotechnology/Medicine. Under each area of knowledge is a specific technology. For example, in Tech Level by Field, under Weapons and Armor, there are: -Wooden and stone weapons; -primitive shields; -hides for armor. I would have the player pay the cost, and roll the dice, to research each individual technology. For example, what if a player wants to research "Wooden and stone weapons." The cost is 5 points. The player can pay the points for a chance to roll a d6. On a 3 or below, they successfully research the technology. In order to advance to the next TL1 in that specific field of Weapons and Armor, the player needs to have at least successfully acquired 1 technology in that field. Per each successfully acquired technology, the player gets +1 on the roll to advance to TL1. So, if that player, for his next term, with only "Wooden and stone weapons", wants to roll to advance to TL 1, they need to get a 1 on a d6. However, if that player take the turns to research the other technologies, "primitive shields" and "hides for armor", then that player would then need to roll 3 or below to advance to TL 1 in the category of Weapons and Armor Right now, looking at GURPS: Mass Combat, I am tempted to have the following categories of technology: -Troop Strength (TS) -Special Class (Class) -Mobility (Mob) -Cost: Cost to Raise (Raise); Cost to Maintain (Maintain). -Quality Each category would have different units or technologies at each TL. Advancing each TL would allow unlocking different units. This could be applied to Armies, but also non-military units, like Settlers, or something else. The idea is that it would be used on a hex-based map, like GURPS: Mass Combat, but on a larger scale. It could be on a continent, or a planet, or even a galaxy for large sci-fi games. How does this sound? Is this viable? Ghys, Tuur. 2012. "Technology Trees: Freedom and Determinism in Historical Strategy Games." Game Studies 12(1): http://www.gamestudies.org/1201/articles/tuur_ghys. Last edited by Coinage; 08-15-2022 at 09:58 PM. |
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