Inspired by the success of my Battleships forum game, I sought to reimagine the forum strategy game that Spitemaster tried to run in August 2008. After combing through that thread along with spending many hours building a tracking spreadsheet, I am proud to announce my DROD Forum Strategy Game.
I am seeking at least 4 (up to 12) brave players willing to put my game through its paces. Each player will take on the role of a warlord seeking to seize control of the region. You will do so by issuing armies to destroy opposing warlords' fortresses before your own fortress is toppled.
The Fortress
Each fortress starts with 1000 hp and generates 1000 greckles per day. Day one will start off with 2000 greckles in the treasury. The fortress has no defenses and initially no maintenance to make repairs. A fortress can support three independent armies for a warlord to command.
Support officers may be recruited to assist the fortress. There are two:
Goblin Quartermaster: Generate an additional 100 Greckles per day per goblin quartermaster
Builder: Repair 50 fortress hp per day per builder (repairs can go above the starting 1000 hp)
You can have a maximum of five support officers on staff.
Armies
Each army is comprised of combatants and command officers. The total number of combatants in an army cannot exceed the total limits of the commanders of that army. An army may be assigned to attack a specific enemy fortress or defend the home fortress.
Combatants are purchased to for the fighting force of an army. There are 10 different combatants. Each has an associated attack, defense, hit points, purchase price, and maintenence cost.
Combatant | Atk | Def | HP | Price | Maint
-----------+-----+-----+----+-------+------
Aumtlich | 30 | 7 | 14 | 200 | 15
Wubba | 7 | 30 | 14 | 200 | 15
Rock Giant | 7 | 7 | 60 | 200 | 15
Mud Baby | 18 | 12 | 12 | 150 | 12
Evil Eye | 18 | 6 | 24 | 150 | 12
Wraithwing | 12 | 18 | 12 | 150 | 12
Tar Baby | 12 | 6 | 36 | 150 | 12
Gel Baby | 6 | 18 | 24 | 150 | 12
Rock Golem | 6 | 12 | 36 | 150 | 12
Roach | 10 | 10 | 20 | 100 | 10
Commanders are recruited to lead combatants into battle. There are 6 different commanders. Each has an associated attack, defense, and/or hit point bonus along with individual command size and salary. Commander bonuses increase the stats of the combatants.
Commander | +Atk | +Def | +HP% | Salary | Size
----------+------+------+------+--------+-----
Mimic | +5% | +5% | | 200 | 15
Cloak | +5% | | +5% | 200 | 15
Decoy | | +5% | +5% | 200 | 15
Slayer | +15% | | | 200 | 10
Watcher | | +15% | | 200 | 10
Neather | | | +15% | 200 | 10
The total strength of an army is calculated by taking the sum of the individual stats and applying the total percent bonus from commanders to that number. For example an army with five roaches led by a Mimic and a Cloak would have a total attack of (5*10)*(1+0.05+0.05) = 55.
Gameplay
Gameplay will be segmented into rounds in which players will maintain and deploy their armies. A submission time limit will be in place for each round. At the conclusion of each round the results of the battles will be tabulated, after which the results will be posted and the next round begins.
Each round of gameplay will follow the same schedule: 1-Mandatory income and expenses, 2-Purchases and recruitment, 3-Sales and dismissals, 4-Deployment and battle.
Income is added to the treasury and repairs (if any) are made to the fortress. Then daily maintenance and salaries from all armies are deducted.
Combatants can by purchased without any set limit. Each army is separate and purchases are made for a specific army. A total of two officers (support + command) can be recruited per round, but no restrictions as to which officers are to be recruited.
Combatants can be sold at 80% of the purchase price. Officers may be dismissed with no cost recovery. You must be solvent at this point! Bankruptcy is an automatic loss! There are no army-to-army transfers.
Composite stats of each army are to be calculated and deployment orders are issued. If two different players attack the same victim, the attackers have a gentleman's agreement to focus on the victim and not each other. This means that if multiple armies attack the same target then the total attack force is calculated by summing all the individual armies' composite stats.
The Battlefield
Once total attacking and defending forces are determined at each location, battle commences in ten rounds of stat bashing. In the first round attack and defense stats are at full strength, in the second round attack and defense stats are at 90%; each round decreasing linearly until the tenth and final round with attack and defense stats at 10%.
In each round damage done to the attackers is calculated by how much the defenders attack exceeds the attackers defense. A similar calculation is done for damage done to defenders. If the attackers hp is reduced to zero, then they retreat from battle immediately after that round. If the defenders hp is reduced to zero, then the fortress takes damage.
Everything works from the technical side - I can just punch in all the numbers in my spreadsheet and it will do all the calculations of financial transactions, army strength, and all the stuff on the battlefield. But I have no idea how well this will work in reality. I am open to any thoughts or suggestions you may have for my DROD Forum Strategy Game.
[Last edited by brian_s at 12-22-2014 07:33 PM : Update game rules]