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DispatchAccountTrade

by The world chronicle. . 360 reads.

Gameplay Mechanics



Gameplay Mechanics

Behind the world of this post-invasion setting, there are mechanics to help ease the roleplay together into a comprehensive and still creatively free environment. These systems will help you determine basic information about your nation, such as population, what resources are at your disposal, your military statistics at present and more. These mechanics are always subject to change however, as over time we may develop expansions to them or update them completely in place for something better. Any and all changes however you will be made aware of via the regional discord. It is crucial you review these mechanics, as most aspects of them are left for you yourself to manage. This means that every nation is responsible for recording their own data in accordance with the systems given, and at the end of each IRL month which represents a year within the roleplay, aspects of these statistics will be taken and posted on the map factbook. Any attempts at fraud with these numbers should they be deliberate will be met with swift action. We ask of you to please play fair and adhere to the mechanics and rules we have established.

Should you at any point have an issue with these mechanics, we encourage you to bring them forward in a civil manner. These mechanics are designed by humans, and unfortunately that means they are prone to imperfections. A suggestion board exists on the regional discord, and from there you can open up such discussion and debate. However, in doing so be aware that not all suggestions shall be accepted; and most shall indeed be picked apart and denied should they prove to be either too little or too difficult to implement. The goal of the mechanics, alongside providing some general structure and order to the universe in which we roleplay, is to also present a simplified and comprehensible system for all players to enjoy.

Below you will find all the information you need in order to understand these mechanics. While more roleplay oriented mechanics exist elsewhere, such as the dangers of Red Weed when growth is unrestricted, here you will find the hard numbers and calculations. There shall be compartmentalized and divided into sections accordingly as you scroll down. The sections have been arranged in the order of understanding, with the core mechanics presented first in this document and followed by the civilization creator and lastly details on resources and technology. You do not need to memorize these per say, but you must make sure to refer to them on the monthly basis when statistic updates are calculated.

Be aware that in participating here, you will be expected to make a number of factbooks for yourself with mechanical purposes. These are vital and must be made and must be upkept by you. Should you miss an update deadline for your factbooks and keeping in touch with the regional administration, you will not receive that update. It is your responsibility to keep your nation maintained, and it is our responsibility to provide assistance and the tools necessary for you to do so. A raw template for a statistic factbook can be found here, though your own styles are more than welcome.


Core Mechanics

Central the the mechanics of our universe is the baseline existence of reality, if at least in a heavily fictionalize and augmented state in the roleplay. However, some basic principles of physics still apply here, and while we will allow for flexibility in terms of the laws of nature to a degree for the sake of creativity, do remember to try and keep yourself confined to loose realism. From that point forward, we must address the more pressing mechanical aspects of the roleplay. Operating out of various countries, the task of players in their creative endeavor is the overarching goal of creating a country. With the country comes a number of statistics we will track. At present, the statistics which we track are population, resources and military.

Population and Expansion is tracked as two separate entities that correlate closely. When joining the roleplay, you have the opportunity to claim 15 provinces on the map. You will spawn into the game with a country of 15 million people. This is further met with a default population growth rate on a national level of 0.5%, or 0.005. To provide example of this, if you were to end the first year of the roleplay with 15 million people, your growth would be 75,000. You would thusly have 15,075,000 people now living in your country. This passive growth is shared at a default level across all countries, but can be increased or even decreased depending on national statistics applied in the civilization creator. Population, and indeed your national landmass, is further increased by expansion. Every one week in real time you are permitted to expand three times. To expand you must write expansion roleplays, which may either be composed of one major post or multiple posts. In either sense, each week you must clearly indicate the posts intent, and for every 600 words involved you will be awarded one province, capping out at 3 provinces for the week. That means your expansion posts, either as one post or many, will give you provinces when you hit a cumulative word count of 600 (one), 1200 (two), and 1800 (three). This is a repetitive process for each week, and the only way to be awarded lands in the traditional sense. In addition to earning more land and resources, as indicated by the map, expansion into new territory adds 25,000 new people to your nation; though expansion into Red Weed provinces only grants 10,000 by default.

Resources come with expansion. While details to these will be down below in the Resource Map and Technology category; the basic principle is that the resources being tracked in any official capacity are industrial resources for human or martian military purposes. There are more vague resources in existence, such as foods, precious metals and luxury items in existence; but these will be monitored more in a roleplay sense rather than any hardline application.

Military numbers are proportionate to your population, and follow a pattern in terms of numbers. At default, your military numbers are set to a rate of 0.5% of your population is considered available manpower, which may be manipulated through national modifiers. While manpower determines how many people are available for you to use, only 50% of this number is considered to be readily available, which may be manipulated through national modifiers. These military assets can indeed be lost, and in terms of manpower, this is more direct and easy to observe as it will deplete and replenish naturally. Every 3 months in the roleplay (1 week irl), your unavailable manpower is gradually converted into a standing army; that being at the end of each three months. In terms of material, such as when loaned to other countries, any vehicles and men lost will be depleted from your own stock. Vehicles will require reconstruction, which will be at a rate of 50% of the missing stock each year, always rounding up to the nearest whole number. At this rate will you find all your lost vehicles restored.

For more details on military and units, please check Expanded Details of the Commonwealth Military System.


Civilization Creator Chart

To help distinguish your nation and play experience, the following list is a series of traits that you may apply to your new civilization. These traits have varying influences over your national modifiers which may alter your roleplay and gameplay experience by encouraging you toward different personal goals. The selection of these traits is simple; you are able to select three, and only three, at any given time. Once you have chosen these three and listed them in your factbooks, you will have to keep them for a minimum of three months IRL. From that point you are allowed to roleplay to change them, at which the timer will reset again and you will need to wait another three months for future changes; though it must be specifically made clear you may only change on such civi from the chart at a time. Choose wisely what traits are best for you depending on where you settle and what you want for your nation.

Trait Name

Affinity

Effects

Details

Agrarian Idyll

Neutral

Default pop growth set to 0.7% (0.007).

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Citizen Service

Neutral

Default available manpower set to 75% (0.75).

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Compulsory Service

Neutral

Default manpower set to 0.75% (0.0075).

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Free Haven

Neutral

For every neighboring country, pop growth increased by (0.001).

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Barbarian Kingdom

Neutral

50% of casualties in war on the enemy side are converted into population for your nation.

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Manifest Destiny

Neutral

Gain one extra expansion every week for reaching cumulative 2800 words.

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Warehouse Management

Neutral

When losing resource territories to enemy invasion, continue to produce those resources.

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Efficient Conquerors

Neutral

When occupying enemy resources, steal their production of those resources during occupation.

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Ranger Network

Neutral

Be warned beforehand as to when Martian patrols head toward your territory.

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Neutral

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Oil Efficiency

Human

For every deposit of this resources, the tile output is increased by one in your territory.

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Rubber Efficiency

Human

For every deposit of this resources, the tile output is increased by one in your territory.

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Aluminum Efficiency

Human

For every deposit of this resources, the tile output is increased by one in your territory.

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Chromium Efficiency

Human

For every deposit of this resources, the tile output is increased by one in your territory.

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Steel Efficiency

Human

For every deposit of this resources, the tile output is increased by one in your territory.

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Tungsten Efficiency

Human

For every deposit of this resources, the tile output is increased by one in your territory.

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Post-War Industrial Complexes

Human

Reduces human military unit production requirements, from manpower to unit, by 25% (0.25).

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Post-War Infrastructure

Human

Human infrastructure has been reconstructed or maintained at an accelerated rate compared to other areas. With every 3 tiles you own of a single resource type, gain a yield of 1 for that resource added to your total supply.

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Emergency Reserves

Human

Produces 3 of every human resource in your capital.

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Human

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Atomic Maximization

Hybrid

All Uranium costs are reduced by 1 on Hybrid Technologies (though only applicable to costs greater than 1).

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Uranium Extraction

Hybrid

For every deposit of this resources, the tile output is increased by one in your territory.

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Hybridized Foundries

Hybrid

Reduces Hybrid military unit production requirements, from manpower to unit, by 25% (0.25).

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Hybrid Material Construction

Hybrid

Province claim population increased by 15,000.

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Hybrid

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Red Weed Farms

Martian

For every deposit of this resources, the tile output is increased by one in your territory.

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Vapor Efficiency

Martian

For every deposit of this resources, the tile output is increased by one in your territory.

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Heavy Element Scavenging

Martian

For every deposit of this resources, the tile output is increased by one in your territory.

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Walking Machine Scavenging

Martian

For every deposit of this resources, the tile output is increased by one in your territory.

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Suspension Machine Scavenging

Martian

For every deposit of this resources, the tile output is increased by one in your territory.

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Weapon Fixture Scavenging

Martian

For every deposit of this resources, the tile output is increased by one in your territory.

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Handling Machines

Martian

Reduces martian military unit production requirements, from manpower to unit, by 25% (0.25).

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Crimson Symbiosis

Martian

Renders Red Weed wildlife to be passive to your people, removing it's negative effects.

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Martian

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Resource Map and Technology

Resources are the backbone for unit technologies in the roleplay. While Earth, and indeed the Martian stock, are vast in their material wealth, it is ultimately impossible and/or far too complicated to attempt accounting for all resources which would be in play. For this reason, a comprehensive list of six human, six martian and one neutral resource has been created with a comprehensive map. These resources can be found on the resource map below, and below this map is a table with all related details. Below this table will be a secondary table that has all base unit technologies and their attached costs. What is important to note regarding the relationship between resources and technology is as follows: resources do not carry over to other technologies. That is to say that if you have six steel and your desired technology costs the same amount, those resources are then dedicated solely to that technology. Any further units you may desire must either have additional resources dedicated to it, or have the former resources diverted toward it.

Image

Name

Yield

Technology Classification

Oil

3

Human

Rubber

3

Human

Aluminum

3

Human

Chromium

3

Human

Steel

3

Human

Tungsten

3

Human

Red Weed Extract

2

Martian

Martian Vapor

2

Martian

Heavy Element Generators

2

Martian

Walking Machine Components

2

Martian

Suspension Machine Components

2

Martian

Weapon Fixture Components

2

Martian

Uranium Deposit

3

Hybrid

Name

Technology Classification

Requirements

Details

Support Weapons

Human

3 Tungsten, 3 Steel, 3 Aluminum

Allows for the production of support weapons such as Anti-Air and Anti-Armor weapons.

Motorized/Mechanized Infantry

Human

3 Oil, 3 Rubber, 3 Steel

Allows for the production of motorized and mechanized vehicles.

Artillery Fixtures

Human

6 Tungsten, 6 Steel

Allows for the production of towed artillery.

Tank Chassis

Human

6 Oil, 6 Tungsten, 6 Steel, 3 Chromium

Allows for the production of various types of tanks and anti-tank vehicles.

Aircraft

Human

9 Oil, 6 Aluminum, 6 Rubber

Allows for the production of conventional aircraft.

Jet Aircraft

Human

9 Oil, 6 Aluminum, 6 Tungsten, 6 Rubber

Allows for the production of jet aircraft.

Warships

Human

12 Oil, 12 Steel, 9 Chromium

Allows for the production of conventional warships and submarines.

Atomic Battery and Powered Exoskeleton

Hybrid

3 Uranium, 2 Heavy Element Generator, 9 Tungsten, 6 Steel

Allows for the creation of miniaturized atomic generators through the fusion of Martian and Human sciences; as well as the creation of atomic powered exoskeletal suits of armor.

Human-Walker Chassis

Hybrid

3 Uranium/9 Oil/4 Heavy Element Generator (2 Martian Vapor, 2 Red Weed Extract if Heavy Element), 3 Tungsten, 6 Steel, 3 Chromium, 4 Walking Machine Components

Allows for the creation human vehicles with Walking Machine Components through the fusion of Martian and Human sciences

Human-Suspension Chassis

Hybrid

3 Uranium/9 Oil/4 Heavy Element Generator (2 Martian Vapor, 2 Red Weed Extract if Heavy Element), 9 Aluminum, 9 Tungsten, 4 Suspension Machine Components

Allows for the creation of human aircraft utilizing Suspension Machine Components through the fusion of Martian and Human sciences

Hybrid Material Ammunition

Hybrid

2 Red Weed Extract, 2 Martian Vapor, 2 Weapon Fixture Components, 6 Steel, 3 Tungsten

Allows for the creation of ammunition which contains low yield properties of Martian weaponry, such as Black-Smoke rounds and Heat-Ray based explosive ammunition, through the fusion of Martian and Human sciences

Fighting Machine Chassis

Martian

6 Heavy Element Generator, 4 Red Weed Extract, 6 Martian Vapor, 8 Walking Machine Components

Allows for the utilization of reverse engineered Walking Machines. These are not yet fitted with weapons.

Suspension Machine Chassis

Martian

6 Heavy Element Generator, 4 Red Weed Extract, 6 Martian Vapor, 8 Suspension Machine Components

Allows for the utilization of reverse engineered Suspension Machines. These are not yet fitted with weapons.

Heat-Ray Fixture

Martian

2 Heavy Element Generator, 4 Red Weed Extract, 6 Weapon Fixture Component

Allows for the utilization of Heat-Ray weapons via reverse engineered Martian Heat-Ray fixtures.

Black-Smoke Canister Launcher

Martian

2 Heavy Element Generator, 4 Martian Vapor, 6 Weapon Fixture Component

Allows for the utilization of Black-Smoke weapons via reverse engineered Martian Canister Launcher.

Heat-Ray Miniaturization

Martian

2 Heavy Element Generator, 4 Red Weed Extract, 2 Weapon Fixture Component

Allows for the utilization of Heat-Ray weapons for ground personnel.

Black-Smoke Canister Miniaturization

Martian

2 Heavy Element Generator, 4 Martian Vapor, 2 Weapon Fixture Component

Allows for the utilization of Black-Smoke Canister weapons for ground personnel.


In Regards to Technology

With the presence of Martian technology there is a variety of applications which can be made. Indeed this is the same for human technology as seen above. While these templates exist to show you base constructs and the requirements to gain access to them, once you have gained them they are largely at your mercy to design. That being said, technology can be customized and developed with the approval of the Magistrate-Cartographer who largely maintains the roleplay; with additional input being made by the roleplay community. These technologies can be quite flexible, and truthfully are only subject to balance and being in line with the thematic technologies present. However, it should also be noted that despite the starting year of the roleplay being past the date of invasion, the development and progress of technology is noticeably slower compared to the real timeline of Earth. There is great attachment to the 1950s technological theme of those days during the initial invasion, and the application of either that technology to reverse engineered Martian technology; or vise versa. Do note that you will need to roleplay the research and development of your custom technologies.

Your custom technologies take the form of units as well, meaning they will require in themselves resources for their technology to be unlocked; and if not, then still a prerequisite technology and time. Their research time will be determined by the number of resources are decided to be needed for their development, with one resource type adding a week of research (IRL) for any non-template unit design. Any technologies not applicable to military unit designs, they will be subject to more abstract research times as determined in discussion.


Trade

Trade is integral to the functionality of your nation, and will likely be based upon what affinity path you attempt to follow with your nations unit composition. It is true that in some cases a nation will have an excess amount of resources of a certain type, and thus these excess resources are subject to being traded with other nations for resources that fight be abdundent there, but lacking in your own lands. Trade behaves in a simple method of exchange, but whatever resources you give you can also take away at any time, and likewise can any resources given to you be taken away. If one party ends a trade relationship of this nature on their end, the entire trade deal is considered cancelled unless organized differently by both parties. While this addresses raw material, technology also has trade values which is in terms of units. You are able to loan or trade units to another nation; but much like resources, these are taken from your own stock. These units will be destroyed and lost from the original owners stock if lost in war, and require reconstruction. They are able to be revoked at any time, but so long as they are not in combat.

Trade should thus be undertaken with the utmost foresight and seriousness to connect yourself to resources, be wary of what resources you connect to others, and how units are distributed.

The world chronicle

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