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Sogno di Volare Scenario Rulebook

A staging-point for declarations of war and other major diplomatic events. [In character]
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Lorekeepers
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Sogno di Volare Scenario Rulebook

Postby Lorekeepers » Sun Apr 01, 2018 8:53 pm

Sogno di Volare Scenario Rulebook


The game rules are inspired by the mechanics of the Civilization series and the Hearts of Iron series. More rules can be added by player suggestion, and rules can be removed by player complaint, so tell us if you have any ideas. Any post that is an infraction of game rules is voided by default, and a player may be asked to stop posting if such infractions repeatedly occur. Ask a moderator if you're unsure about any rule.



Moderators

Moderators are there to keep RP fun and fair. They may tell you you can't do something if they deem your actions impossible. Waltzing trough a large nation which has no transport infrastructure whatsoever in a day is for example not possible, nor is it possible for a nation with very poor biology to develop a cure for the black death in the medieval period. If a moderator says something is wrong, edit it or engage them in debate in the OOC if you deem it unfair. A moderator has the final word though.


Progression

Unless the rules of an RP state otherwise, time progresses per season. One week in real life equals one season, regardless of RP activity. 4 weeks are one year in character. At the end of every season, a "turn" ends, the biosphere changes, and the maps are updated to reflect player actions. All players are recommended to make their action before the end of each season; if no action is made, the player will be considered absent for that season.


Science & Technology

The technology of this scenario operates based on a patent system. Each technology is graded on a scale from Epsilon to Alpha. Players must submit a patent to the moderators to acquire a new technology, they will class the technology themselves and, if it is considered passable/reasonable, the technology will become effective. When a technology is activated and becomes effective, the player who patented it will be able to use it in the turn that comes after the turn of patenting. When a technology is successfully patented, the appropriate science cost is deducted from the nation's science bank, and there is no limit in the amount of patents for each season.

Reminder: Patents have to fit your nation's technological specialization!


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Alpha Technology
Game-changing technology that is of revolutionary importance. They propel entire nations into the next era of civilization and their power cannot be understated. They are of a different level of complexity from common techs. (Ex. gen-2 warp drive, controlled fusion, black-hole manipulation)
Science Cost: 1000 SC

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Beta Technology
Very powerful technology that forms the backbone of a nation's military, economy, or government. They have common applications throughout the world and is of nigh-irreplaceable status. (Ex. mining systems, exosuit armor, sentient robotics)
Science Cost: 200 SC

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Gamma Technology
Powerful technology that majorly contributes to the outcomes of a battle or the seasonal production of a nation. They are different from the Deltas in the fact that they, when combined, have a huge effect on the course of history and the development of other technologies. (Ex. better alloy, automated factory, alternate fuel)
Science Cost: 50 SC

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Delta Technology
Common technology that are somewhat important to economics and military but are never able to sway the tides of history. They are quite useful in many instances and have a more general application than the Epsilons. They are versatile but not too powerful. (Ex. enhanced night-vision, composite shells, smart bullets)
Science Cost: 10 SC

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Epsilon Technology
Specialized or minor technology are of the Epsilon class. They are useful in some circumstances and are useless in others. If they are a technology with a general application, their effect would be very weak in the grand scheme of things. This class of tech is very cheap to research (Ex. weapon accessories, better flashlight, snow tires)
Science Cost: 2 SC


Combat

The combat system is based on the RPG style: you hit, I hit, critical, you die, I win. It comes with a catch, however, in that armies can escape the battle relatively unharmed, and not every lose is devastating. The entire battle is defined with numbers and values, which goes through a calculator, and comes out as the outcome. To explain this properly, you have to know the terms.


Army
An army is a formation of units of the same type, they are your fighting force in the scenario. An army is can be on the ground, in the ocean, in the air, or in space. An army has movement points, which it has to spend in order to move on the grids of the map. A battle begins when one army moves onto the grid position occupied by another army; if one side retreats, the winner stays on the occupied position and the loser has to move elsewhere. Each kind of army is defined by a template given in the OOC thread, when the template is certified, the player will be able to produce it in their factories. Armies can take over cities, destroy infrastructure, form blockades, and subjugate entire nations, use them wisely.

Grid Position
The grid position is your army's physical position on the grid of the war map. Each grid position has a set of attributes ranging from terrain bonuses to presence of buildings. Moving across grid positions cost movement points according to the difficulty of travelling on the local terrain.

Offense & Defense
Each army has an offense value and a defense value. Offense is the martial power of the army and is used as a base to calculate damage to the other force, while defense is the defensive power(obviously) of the army that shields it from damage.

Turn Order
The battle is calculated based on turns. When an army attacks another army by moving into its occupied grid position, it attacks first. However, if an army moves into a square occupied by a force with the stealth attribute, then that army is attacked first (because they are ambushed!). After the first attack, the defending side will counterattack, then the offending side will attack, the the defending side will attack back, so on and so forth. This attack/counterattack cycle will continue infinitely until one side decides to concede due to low morale or low strength. Each attacking action is ordered by a player, who various choices to make in the battlefield; after the order is given, the army's buffs and bonuses are calculated and are deposited into a final value of offense and defense.

Strength, Morale, and Manpower
The number of units in a particular army is represented by its strength, and how well those units are feeling(and functioning) is represented by its morale. Low strength can cause armies to collapse more easily in the face of larger opponents, while low morale is especially detrimental to larger armies as it affects units across the board. Some strength is consumed after each battle due to casualties, but they can be replenished by a nation's manpower, a regenerative resource that is a reflection of the nation's able-bodied population.

Traits & Modifiers
The stat of each army has a set of modifiers that are defined by their traits. Every army has three traits allowed by the template to add on top of their base stats, and players are allowed to add lines such as "+30% offense", "+5 defense", and "5% of damage is converted into morale" into their profile. However, every trait has to have a downside to balance it out, and the downside usually comes in the form of negative modifiers. The traits have to be balanced to be accepted by the moderators.

*Remember that you can make your own modifiers if they are reasonable!
  • Stealth
    When this army is attacked by another non-stealth army, this army strikes first and deals 50% more damage; when this army enters the same position as an enemy army, then a battle have a 50% chance of not occurring.
  • Infantry
    Strength Regeneration + 50%, Movement Point - 1, Defense - 50%.
  • Mechanized
    Strength Regeneration - 100%, Movement Point + 2, Defense + 100%.
  • Orbital
    Can only be damaged by other orbital armies or missiles, Can move into all positions, Range + 20.
  • Missile
    Cease to exist after attacking, Offense + 1000%.
  • Ground
    Cannot move into oceanic positions.
  • Waterborne
    Cannot move into land positions.
  • Airborne
    Can move into all positions, but is limited by fuel.
  • Subterranean
    Attacking removes this trait for one season, Can only be attacked by other Subterranean armies.
  • Leadership
    Is granted through being commanded by a marshall class commander, Applies the an effect of (Morale + 100%, Movement Point + 1, Offense/Defense + 20%*) to all armies within a 2 position radius. *Depends on the specialization of the army.
  • Heavy Armor
    Defense + 100%, Movement Points - 2.
  • Ranged
    Range + 200%, Cannot occupy cities.
  • Melee
    Cannot do ranged attacks, Offense + 100%.

Special Abilities
All armies have one special ability unique to their kind. They are activated through the player's command, and usually require some time to cool down.
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EMP Shockwave - Renders all mechanized armies in a cube of 9 positions immobile.
CD: 3 turns

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Artillery Overcharge - Attack a second time in the same turn, but reduces the attacker to 75% of its original strength.
CD: None

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Militarized Hacking - Take control of an enemy army for one turn.
CD: 2 turns

Commander & Experience
All armies are headed by a commander, who controls the force on behalf of their nation. Experience is a resource unique to commanders, it is gradually gained through battle and actions. Each commander has unique attributes that represents their strength and weaknesses; each commander has various modifiers just like the armies, and unique bonuses are unlocked as they gain experience through battle. The end result of those attributes and bonuses are manifested in the armies that these commanders are responsible for, in the form of buffs.

Victory, Defeat, and Retreat
There is no absolute victory or defeat in this scenario. At the end of each turn, the player can choose to retreat, this action allows the player's army to get out of battle, but takes one turn to complete, during which it cannot counterattack. The battle automatically ends when a side retreats, or when a side is obliterated by the other. Victory and defeat is defined on subjective terms; pyrrhic victories and honorable defeats are certainly possible.

Revolt & Junta
When an army's morale drops below a certain level due to excessive combat, it may break down and mutiny. Each army has a revolt threshold that defines the level of which it can tolerate dissent, and, when below said level,they will revolt. When an army is below the revolt threshold, there is a 30% chance that said army will revolt at the start of a season. When an army revolts, it will either side with another nation with better conditions, or it will operate on its own as a mercenary force. Remember to watch these levels closely so that your armies don't run away.

Production & Recruitment
The production of armies are done in the cities of their nation. Each city can produce one army at a time, and when the time needed for production is fulfilled, the army will appear inside said city. However, if the nation is in desperate need for reinforcements, an army can be partially completed and rushed into combat, but their strength would be modified by the percent that is completed. When an army is damaged, it has to drain its nation's manpower resource to regenerate, and this regeneration requires a open route from said army to one of its nation's city, basically a supply route. The length of the supply route is also a factor that determines an army's heal rate. All in all, keep your back clear and avoid being encircled!

Territory Mechanics



Economy



Structures and Buildings



Resources



Diplomacy



Alliances



Government

Last edited by Lorekeepers on Sun Apr 01, 2018 9:00 pm, edited 5 times in total.

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