ay bois girls and anyone and anything else! hit that flag i wanna talk about some ideas i have for an upcoming RP i hope to make. ive been thinking about making an RP and so i have multiple systems i wanted to make that would work together, but i only finished 1 which took a few hours already and my other ideas would be 2 annoying to use and complex. 2 ideas i had were dynamic population growth and economic growth, where private businesses could arise and could have stock and workers and all that kinda stuff, and for population growth it would have population grow and fall depending on multiple factors, it also would deal with education and more. but all this stuff is way 2 complex to do for someone without some kinda program which would be way 2 hard to do in scratch, and it would make everything more of a slog and waiting simulator. the other problem was this relied way 2 much on dice rolls which i would have to make since yall could just lie about it, and if someone got really good luck that could easily snowball. so instead of doing that ive thought of a much easier system that is still different from most RPs. economic system: taxes: for the economy were keeping it simple, money, is gained from taxes, which you get from people. depending on your amount of taxes it causes unrest for higher, and for lower taxes you get lower unrest. different regions can be taxed different amounts resources: you will make resources based on what resources are on your location. you can extract resources by spending money on development on a province which has a specific resource increasing its production by one. there are 5 main resources for now, while more will appear as tech increases. wood, stone, iron, gold, and food. people: every 1 pop consumes 1 food. when taxes are raised every 5% above 15% unrest is increased by 1 for every pop you have, and every 5% its lower then 15 unrest is lowered by 1 for each pop. when unrest breaks 33, i will roll a dice every in game year for your nation with your unrest being the chance you have a 50% chance for a rebellion, and 50% chance for a coup to take place. if you have over 75 unrest then it changes to a 33% chance for a rebellion, 33% for a coup, and 33% for a full civil war. pop growth happens with a 3, 5, or 7% increase depending on how you want it. war and expansion combat will use 4 different stats, and 3 types of land troops, 6 types of terrain, and 2 types of naval ships to calculate how it goes. land combat: the 4 stats are attack, morale, health, and defense. we for the math thats gonna come up use A, M, H, and D for each respectively. we have 3 broad types of troops, melee, ranged, and cavalry troops. each will have different strengths and weaknesses regarding terrain and how they fight. the 7 types of terrain are mountains, hills, forests, plains, rivers, and swamps. heres their bonuses each. mountains give +4 defense for the defender, and -10 attack, morale, and defense for everyones cavalry along with a +3 bonus to ranged attack for the defender and finally a -1 morale buff for the attacker. hills give +2 defense for the defender while -6 attack morale and defense for both sides cavalry and a +1.5 attack for ranged troops on the defenders side. for forests theres a +2 defense buff for the defenders, a -4 attack morale and defense for everyones cavalry, and a -2 attack and -2 morale buff for everyones ranged troops. rivers get a +3 defense for the defender, a +2 attack for everyones ranged troops a +1 attack for the defenders infantry, and a -1 morale for all attackers troops. plains get a +3 buff for attack and morale for all sides cavalry. swamps give a -1 attack, and morale for everyone, give a +1 defense for the defenders troops, a -3 attack morale and defense for cavalry, and a +1 for everyons ranged troops. how combat works: we take troops, say we have a 100 archers an 100 melee troops on defense, lets say these ranged have 1 defense 4 morale and 5 attack, while melee have 3 defense 3 morale and 3 attack, and lets say the attacker has 200 melee troops of 3 defense 4 morale and 4 attack, and lets say all units from both sides have 10 HP. the attacker gets to go first as they initiate the fight. lets say the fight is taking place on a hill. so we first roll a 20 sided dice and add the attackers attack, that is the percent of people that will get a hit in. the lowest possible is a 20% on a 4 or lower, it will go to 20% and the highest possible is a 85% or if you roll higher it will go back to a 85% as thats the highest you can get. then we take however many troops you have attacking, lets say we rolled a 10 +4 thats a solid 70% right there. we round down for how many get a hit in. 70% of 200 is 140, so thats how many 2 sided dice we roll, then multiply that by our attack. so lets say we roll 200 with the rolls with the 2 sided dice, now we multiply that by 4 as thats our attack stat. so 800, now the formula for the defenders is explained-
-here. a little thing to know is front lines matter as the backlines cant be attacked until front lines die. now to calculate the defense of the defenders we have it here. so the defenders have 3 defense melee troops, +2 from the hills, and 100 troops. so do the whole 20 sided dice thing to see what percent hit for the attackers, well do the same thing here for the defenders except use their defense stat instead of attack as the modifier. lets say we get a 70%, so 70 troops. so for their attempt to mitigate damage dealt they take their 5 for each troop of the 70 troops then roll a 3 sided dice with the numbers being -1, 1, and 2. these numbers will be rolled for each troop and added to the 5 they each have. then add the total they have altogether, we will say they got 450, thats how much damage will be subtracted from the attackers 800 they dealt. the attacker does 350 damage, so 35 enemy troops are killed. at the bare minimum for combat you do as much damage as you have troops attacking. i will go in more detail later if i make a follow up on how combat width works, and a battle calculator that works, but thats not needed to have here. all else that you need to know about combat is that range goes after melee and cavalry (melee can go before or after cavalry goes) and that after all the attackers troops go the defenders get to go. misc: everything is in 10k amounts, so 1 pop is actually 10k people, 1 food is 10k pounds of food, etc. 1 in game year is 3 irl days, and if something says every 1 in game year, that means after the year ends. not from when you joined. RP must be atleast 1 full comment and one half full comment. along with if anything is not accounted in the rules up here you can do it if you want and i will tell you what happens. tech will be gained over time by starting in 1 province which makes the most sense for it to start in after some time, and then will slowly spread elsewhere. the speed of growth will chance based on player interactions like trying to steal the tech, giving it to others, or trying to stop its spread to others. if you gone for over 3 days without a explanation i can do your resources for you during that time and wont be attacked, if gone for 9 days your kicked fully. if you let us know your gonna be gone then you can either give your country to someone else for the time or i can do the resources for you. you will be immune to attack and wont be kicked. if you quit the RP your land cant be given to someone else its completely gone, this is so no one becomes 2 op if someone strong leaves and gives their nation to someone else. regarding combat if you have done proper set up and made defenses i will give you extra combat bonuses for it, coming up with creative ways to fight combat (that work) will give bonuses to that combat. if you want to do an action privately without others knowing tell me somewhere not in the main project or studio for this and i will count it. this would be a medieval RP around the mid 1400s so we far travel is possible with boats but still dangerous, and guns are coming up but arent there yet. you would do any calculations that dont require dice rolls, so that should be everything but combat which is the only thing with actual calculations and not just basic math/production notes and credits: if yall got any questions or suggestions please ask me :3 the map is mine and it may be wat i use for this RP with some adjustments made (a few more map modes) but it also may not be as i dont like the size of the border between land and water, i should have made it less thick. thx for reading everything :3 jevil and the music (the world revolving) by tobias mcgayus mcfox.