|
DataMuseum.dkPresents historical artifacts from the history of: DKUUG/EUUG Conference tapes |
This is an automatic "excavation" of a thematic subset of
See our Wiki for more about DKUUG/EUUG Conference tapes Excavated with: AutoArchaeologist - Free & Open Source Software. |
top - metrics - downloadIndex: T t
Length: 12333 (0x302d) Types: TextFile Names: »txt5«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Conquer/txt5«
SCORING & CHARACTER CLASSES Each nation has a types (class), which is chosen when it it is created, and which determines how Victory points are received. Some classes start with powers and have a starting cost. Warlord/Monster powers get all prerequisite powers, and thus starting cost can varies. Per 1000 1000 100K 100K 100K Magic 10 Start Sector People Troops Gold Jewels Metal Power Ship Cost Races Powers king 1 1 2 3 0 0 0 0 0 HDE None empire 1.5 0 0 1 1 0 0 0 0 HDE None wizard 0 2 1 0 3 5 7 0 6 HE SUMMON priest 1 1 0 0 3 0 3 0 3 H RELIGION pirate 0 0 5 0 10 10 1 5 3 HOD SAILOR trader 1 1 0 0 1 1 1 8 3 HE URBAN warlord 1 1 2 0 1 1 1 0 * HOD WARLORD demon 1 0 1 0 1 0 5 0 6 O DESTROYER dragon 0 0 0 10 20 0 0 0 6 O MA_MONST shadow 1 0 0 0 0 5 0 0 3 O VOID NPC 1 1 0 0 1 1 1 0 0 HDEO None END ADDITIONAL SCORING Nations can get points by having large values in their important national attributes. This bonus to scoring is calculated as follows. king ( Popularity + Prestige - Poverty ) / 10 empire ( Power + Prestige - Poverty ) / 10 wizard ( Knowledge + Power - 50 ) / 10 priest ( Wealth + Terror - Poverty ) / 10 pirate ( Reputation + Wealth - 50 ) / 10 trader ( Wealth + Prestige - Tax Rate * 5 ) / 10 warlord ( Reputation + Prestige - 50 ) / 10 demon ( Knowledge + Terror - 50 ) / 10 dragon ( Wealth + Terror - 50 ) / 10 shadow ( Power + Terror - 50 ) / 10 END LEADERS Leader units represent individual leaders and may not be merged or joined with other leader units. Leaders are born (randomly created), not summoned or drafted. A new leader will be placed in the owning players capitol. Leader types are created based on a nations class based on the table on the next page. They can move at double speed and ignore enemy zones of control. They can not, however, capture land. They work by the same rules that magic monsters do... if they take damage in combat, there is a percent chance that they will be killed. A leader is required to be in the same sector for an army to move at full movement rate (if no leader is present, the unit can move only half as far). Leaders are the foundations of army groups, and armies in a group move at +2 sectors per turn, and fight at +20% in all combats. END LEADERS STATS Nation # Start % Born Nation combat combat Minor combat combat Class Leaders Year Leader bonus strength Leader bonus strength Name Name trader 1/4 50 KING +30 100 BARON +20 50 king 1/4 50 KING +30 100 BARON +20 50 empire 1/4 50 EMPEROR +30 100 PRINCE +20 50 wizard 1/4 25 WIZARD +30 250 MAGI +20 50 priest 1/6 25 APOSTLE +30 100 BISHOP +20 50 pirate 1/6 25 ADMIRAL +30 100 CAPTAIN +20 50 warlord 1/6 25 WARLORD +30 250 LORD +20 100 demon 1/6 25 DEMON +50 250 DEVIL +20 50 dragon 1/6 2 DRAGON +50 500 WYRM +40 100 shadow 1/6 2 SHADOW +50 250 NAZGUL +40 120 NPC 1/4 50 KING +30 100 BARON +20 50 END LOSING YOUR NATIONAL LEADER If you lose your nations leader, your nation is thrown into chaos. None of your armies can move for the turn (this works for npcs too). There is a 30% chance per turn that your nation is restored to normalcy (a new leader ascends to the throne... and you get your nations leader back). This is a disaster to your country and is designed to knock you out of the game for a few turns (after all - losing your king is a BIG deal). Minor leaders are reborn at a good clip, but you should guard them because they are important to your ability to wage war. Note that birth rates given on the last table are per year (not per turn). END EXOTIC TRADE GOODS Special products, or exotic trade goods, are another way to customize your nation. Many sectors have the ability to produce these goods... it is your choice to redesignate these sectors so as to be able to use them. The goods in a sector are listed as "special: ?????" on the right hand side of the screen. There are 5 levels of exotic trade goods. Each requires prerequisite values in the nation attribute they shall effect. If you don't have the prerequisite, you don't even know that the good exists (surprise). Exotic Trade Goods are distributed to sectors at the beginning of the game, and don't change. Each sector has XTRADEPCT% chance of having an exotic trade good. Goods are random distributed based on the goods value (a value 5 good occurs 1/5th as often as value 1 good). Any sector can have any good except: corn,fruit - food value > 6 fish - next to water timber,pine,oak - wood/forest They add ( value * sect_pop / 1000) to your nations attributes as follows: END WHAT GOODS EXIST pg. 1 There are approximately 60 different trade goods. They affects specific national attributes WHEN the sector they are in has the correct designation. The following lists the value, designation needed, and nation attribute changed for each trade good. Thus, an wool sector designated as a farm produces 3 points of popularity. Special display and redesignation options will help you redesignate sectors to use the tradegood you desire. popularity fur(1,any),wool(3,farm),beer(3,farm),cloth(3,farm),wine(5,farm) communications mules(1,town),horses(5,town),pigeons(7,town),griffons(9,town) spoilrate pottery(1,town),salt(3,mine),timber(1,lumberyard), granite(1,mine),pine(3,lumberyd),oak(5,lumberyd),nails(7,town) knowledge papyrus(3,town),math(4,university),library(5,university), drama(6,city),paper(7,town),literature(7,city), law(8,city),philosophy(9,city) END WHAT GOODS EXIST pg. 2 farm irrigation(1,farm),oxen(2,farm),plows(3,farm) magic mercury(5,mine),guild(7,town) spell points magic stones(9,special) health herbs(3,any),medicine(7,town) terror torture(5,city),prison(7,city) The following trade goods add directly to a sectors food value: corn(1,farm),fish(1,farm),sugar(3,farm),honey(3,farm),fruit(3,farm) END NATION ATTRIBUTES pg. 1 All nation attributes range from 0 to 100 except for eatrate, spoilrate, and communications. The base figures stated below are just that. These values may be modified by random events and by trade goods. tax rate Each player can control their tax rate. This number directly impacts your revenue, but lowers your governments popularity and increases the chances of a revolt. Anything over 15% pretty much lose you the game when your nation revolts. prestige National prestige. Lowers chance of military revolts. popularity Modifies the chance of peasant revolts. You get one added point of popularity for each sector you take. power Relative power of your nation. END NATION ATTRIBUTES pg. 2 communications Effects leader range ( to keep units at full movement ). wealth How wealthy is your nation eatrate How much food each civilian can eat each turn. This is a value in terms of food per civilian person. storerate How much food per civilian you can store each turn. knowledge Knowledge of the arts and sciences in your nation. farm ability How good are you at farming. mine ability How good are you at mining. poverty Percent of the nation that cant eat, live, or be merry. terror How scared people are of you. Lowers chance of revolts. reputation How well liked is your nation. END FORMULAE USED FOR NATION ATTRIBUTES pg. 1 The formulae used to compute national attributes are listed on the next page. Values are stored in an unsigned character (0 to 256). One real point of communications range is gained for each 50 points of communications, and one point of eatrate and store rate are gained per 25 points. Other variables are normal. Aggressiveness (see below) is gained when you change diplomatic status, and become more hostile to a nation than they are with you. Thus, if you are neutral with phonos, and they are hostile to you, you lose nothing by going hostile with them, but accrue 1 point of aggressiveness by going to war with them, and 2 by going on a jihad. Aggressiveness points accrue doubled when against a nation of the same race as you. # STARTING VALUES reputation = prestige = 50 knowledge = mine ability = farm ability=10 eatrate = 1.00 tax rate=10% poverty = 95% END FORMULAE USED FOR NATION ATTRIBUTES pg. 2 terror = 200*military/civilians + 200*mercenaries/military max=100 power = 2*( % of worlds score + % of worlds military ) max=100 reputation = reputation + rand(8) - 2 per point of aggressiveness max=100 prestige = ( old prestige + power + wealth ) / 3 + tradegoods max=100 tax_rate = user definable parameter communicate = (townfolk/1000 + cityfolk/333 + tradegoods/50 + MONEY/(5000*sctrs))/50 max=4 farm ability= sum (sector people*foodvalue)*10/civilians + tradegoods max=100 mine ability= see special section below eat rate = eatrate + food remaining/(5*population) + tradegoods/25 min=1 spoil rate = 30-(grainaries+cities+3*capitols)/sectors-tradegoods/25 min=1 popularity = (old popularity + charity modifier + wealth + 10*eatrate + tradegoods +2*clerics ) /2 max=100 knowledge = cityfolk/333 + scholars/333 + townfolk/1000 + tradegoods max=100 END FORMULAE USED FOR NATION ATTRIBUTES pg. 3 poverty : is funny. You can give charity to the poor to lower the poverty rate but the equilibrium level with no charity will be about 100-wealth/4. Charity is a user paramter, which indicates the percent of your NET income to go to the poor. Giving twice your population in talons will reduce poverty by one. END ADDITIONAL MODIFIERS TO NATIONAL ATTRIBUTES MAGIC POWERS ADD OR SUBTRACT 10 FROM POWERS AS FOLLOWS: SLAVER.....terror ARCHITECT..storerate RELIGION...popularity URBAN......-popularity DEMOCRACY..-terror ROADS......communication KNOWALL....knowledge DESTROYER..terror VAMPIRE....terror CLASSES ADD 30 TO POWERS AS FOLLOWS: kingdom....popularity dragon.....terror wizard.....knowledge priest.....popularity pirate.....terror shadow.....terror warlord....prestige demon......terror END REVOLTS Revolts are the worst thing that can happen to your nation. Revolts occur based on the following formulae: probability of peasant revolt = 10*tax_rate - popularity - terror - 3*charity probability of military revolt = 5*tax_rate - prestige Revolts only occur when a nation has more than 20 sectors and a score > 20. To prevent abuse of this "charity" the maximum tax_rate before this time is 10%. END DONE