Webdiplomacy Sci-Fi Simulator IV Signup thread
Posted: Sun Jan 27, 2019 6:06 am
WEBDIPLOMACY SCI FI SIMULATOR IV
*The Red Planet*
~~START DATE : Thursday Feb 14th~~
2031
Eight factions have colonized Mars.
Japan, America, China, England, Russia, Germany, India and France.
Having left behind their countries on Earth these eight factions have arrived on Mars in hopes of new discovery, control, and the dream of first contact with a radio signal from distant space.
Mars is lifeless and empty. The battle for territory and resources is at hand. Can you lead your faction to supremacy of the Red Planet?
RULES
This game supports up to 10 players.
Colony simulators are a cooperative game which incorporate a variety of mechanics from other games to create a very strategy-game style of experience.
You can choose to work as a coalition and form a government, manage resources, battle new threats and grow your faction through policies.
This game features an additional layer of Roleplaying. You are not just colonial advisors you also serve a vital specialist role in the colony.
In an effort to make these games less like mafia, none of your companions are bad. There are no hidden agendas, and no one directly benefits from the colony failure.
Colony fails when its food, its oxygen, its water, or its morale fails.
Each phase is 48 hours, during this time council members vote, do quests, and explore.
There are always two modes of gameplay occuring. Colony management and Roleplay. Some characters benefit one aspect of the game and others benefit in other ways.
This game requires discord, and can be confusing at times.You will find this game time consuming. Many aspects of the game require communication. Some players will learn things privately that are important. It is on the players to communicate effectively to each other.
Mechanics
Voting is done much like mafia, there are proposals, and there are votes. You may create any form of government you want.
SAMPLE DIAGNOSTIC
Food 100%
Oxygen 100%
Water 3% !
Morale 84%
In the above example the colony is nearing collapse. They are without water and once water runs out the colony will disband. The council will fail.
OBJECTIVE VICTORY CONDITIONS
Establish dominance over Mars. If you are in full control of Mars the game ends.
Science victory involves establishing contact with a distant radio signal EE451.
Religious victory means that yours is the dominant religion on Mars.
Cultural Victory is obtained by being elected as the global leader by the majority of rival factions on Mars.
Factions and Characters
When you sign up indicate what character you would like to be from the options below. Health indicates how much injury a character can sustain. Atk indicates the attack modifier the character has.
Each character has a primary ability and a secondary ability. Characters can deteriorate, develop negative traits, and die. They can also improve, gain levels, and advance in skills.
Edith - Atk 0 Def 2 (Counselor)
Hit points 9
Primary : Edith can automatically remove a negative trait from a character for the duration of the game. If Edith removes a negative trait she improves Morale by 10%.
Secondary: Edith absorbs any negative traits removed onto herself. However all negative traits on Edith will not hinder her morale bonus improvements.
Nydar - Atk 3 Def 2 (Pilot)
Hit Points 12
Primary: Nydar can operate any vehicle or aircraft without error. He may fly to any adjacent territory any phase with his shuttle.
Secondary: Nydar operate aircraft from any of the eight factions on mars.
Darren - Atk 5 Def 2 (Marine)
Hit Points 10
Primary: Darren is mysteriously attuned to the conditions of Mars after a controversial experiment. He does not need a suit to survive outside the colony.
Secondary: Darren will consume %2 of Water per phase.
Tiaman - Atk 1 Def 0 (Preacher)
Hit Points 8
Primary: Tiaman may visit other factions and spread religion. Each visit adds 5% of your faith to an existing territory. If you have greater than 75% Faith in any faction they are considered to be worshippers of your faith.
Secondary: Tiaman may found a faith immediately and your faction will adopt it immediately.
Wren - Atk 0 Def 0 (Geologist)
Hit Points 4
Primary: Any phase wren may lock herself in the lab and focus on a technology. Any technology of tier 1 one will be completed by phase end. Any technologies of higher levels will be discovered faster by 50%.
Secondary: Lover trait. Wren is hopelessly in love with another council member. If they die she will also die. This trait will be randomly assigned to another player character.
Breath: Atk 0 Def 2 (Artificial Intelligence Hacker)
Hit Points 8
Primary: Breath is a lifelike Advanced Robot. It looks like a human in every way. Once per phase breath may establish communication with any opposing faction cpu. Breath can learn other factions diagnostics, research and / or any pertinent information.
Secondary: Breath does not consume resources. They do require exposure to solar energy however and must spend the first 24 hours of any phase recharging. They are immune to the outside effects of Mars.
Niles Flourish - Atk 2 Def 2 (President)
Hit Points 11
Primary: Niles can extend a phase by 24 hours if more time is needed. Niles may also End a phase if he wants.
Secondary: Niles will be denounced by factions more often.
Gulam - Atk 1 Def 4 (Mechanic/Maintainence)
Hit points 8
Primary: May repair a damaged vehicle, building or ship each phase.
Secondary: If he does not use primary action he may generate +5% Oxygen for the colony instead.
Christine Oxbow - Atk 0 Def 0 (Vice President)
Hit Points 6
Primary: Once per phase Christine may give out 2 additional actions to any role.
Secondary: Terminal Illness. Christine has been diagnosed with a terminal illness which is incurable so far. She will potentially die at a random time in the game from this illness. If this trait is removed the person removing it will absorb it.
Aster - Atk 1 Def 4 (Instigator)
Hit Points 12
Primary: Aster can visit another faction and can potentially trigger a rebellion 5% chance. If caught this is an act of war. At each level of experience his chance to trigger a rebellion increases by 5%.
Secondary: Aster is a criminal and invokes a 5% morale penalty each phase.
Lithgoff - Atk 0 Def 1 (Food Specialist)
Hit Points 7
Primary: May remain in greenhouse each phase and produce +5% food for the colony.
Secondary: Nightmares. Lithgoff has nightmares and sees terrifying visions. He may have an episode of nightmares which are debilitating and make him unable to perform any actions or travel.
Dale - Atk 0 Def 2 (Waste Management)
Hit Points 9
Primary: Dale converts waste from the colony each phase into +%5 Food, Water, or Oxygen.
Secondary: Dale is a smelly obese man. He is not well received by foreign dignitaries. If sent to another faction they will have a negative overall opinion of your faction.
Will - Atk 5 Def 4 (Mining)
Hit Points 13
Primary: May build a mine any phase. Each mine will add 1 resource to your strategic resources each phase.
Secondary: Prone to seizures which can prevent him from working.
▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪
(You will vote in pregame on what faction to start as on Mars)
FACTIONS
▪▪▪▪▪▪▪▪▪▪
Japan (Scientific) +5% Oxygen generated each phase. Gains 1 free L1 technology to begin with.
America (Domination) If you capture another factions capital you may erase any warmonger penalty.
China (Resource Hoarding) Any strategic mine you build will count x2. Resources may be stockpiled in excess without need for silo’s.
England (Political) If you gain an alliance with another faction which you also have converted to your faith they will disband and join you.
Russia (Energy) Any energy resource you discover will count x2. You may convert any 5% or more of energy per phase to food, oxygen or water.
Germany (Production) If a building project typically takes longer than a phase you will complete it faster than other factions by 50%.
India (Religious) You begin the game with a Pantheon automatically. India may spend faith to produce a unique Religious Missionary which may sabotage other factions holy sites.
France (Scientific) France may research at 1 tech level higher before meeting normal minimum requirements.
▪▪▪▪▪▪▪☆☆☆▪▪▪▪▪▪▪
Signups and Pregame will continue until February 14th Valentines Day.
<3 <3 <3 <3 <3 <3
*The Red Planet*
~~START DATE : Thursday Feb 14th~~
2031
Eight factions have colonized Mars.
Japan, America, China, England, Russia, Germany, India and France.
Having left behind their countries on Earth these eight factions have arrived on Mars in hopes of new discovery, control, and the dream of first contact with a radio signal from distant space.
Mars is lifeless and empty. The battle for territory and resources is at hand. Can you lead your faction to supremacy of the Red Planet?
RULES
This game supports up to 10 players.
Colony simulators are a cooperative game which incorporate a variety of mechanics from other games to create a very strategy-game style of experience.
You can choose to work as a coalition and form a government, manage resources, battle new threats and grow your faction through policies.
This game features an additional layer of Roleplaying. You are not just colonial advisors you also serve a vital specialist role in the colony.
In an effort to make these games less like mafia, none of your companions are bad. There are no hidden agendas, and no one directly benefits from the colony failure.
Colony fails when its food, its oxygen, its water, or its morale fails.
Each phase is 48 hours, during this time council members vote, do quests, and explore.
There are always two modes of gameplay occuring. Colony management and Roleplay. Some characters benefit one aspect of the game and others benefit in other ways.
This game requires discord, and can be confusing at times.You will find this game time consuming. Many aspects of the game require communication. Some players will learn things privately that are important. It is on the players to communicate effectively to each other.
Mechanics
Voting is done much like mafia, there are proposals, and there are votes. You may create any form of government you want.
SAMPLE DIAGNOSTIC
Food 100%
Oxygen 100%
Water 3% !
Morale 84%
In the above example the colony is nearing collapse. They are without water and once water runs out the colony will disband. The council will fail.
OBJECTIVE VICTORY CONDITIONS
Establish dominance over Mars. If you are in full control of Mars the game ends.
Science victory involves establishing contact with a distant radio signal EE451.
Religious victory means that yours is the dominant religion on Mars.
Cultural Victory is obtained by being elected as the global leader by the majority of rival factions on Mars.
Factions and Characters
When you sign up indicate what character you would like to be from the options below. Health indicates how much injury a character can sustain. Atk indicates the attack modifier the character has.
Each character has a primary ability and a secondary ability. Characters can deteriorate, develop negative traits, and die. They can also improve, gain levels, and advance in skills.
Edith - Atk 0 Def 2 (Counselor)
Hit points 9
Primary : Edith can automatically remove a negative trait from a character for the duration of the game. If Edith removes a negative trait she improves Morale by 10%.
Secondary: Edith absorbs any negative traits removed onto herself. However all negative traits on Edith will not hinder her morale bonus improvements.
Nydar - Atk 3 Def 2 (Pilot)
Hit Points 12
Primary: Nydar can operate any vehicle or aircraft without error. He may fly to any adjacent territory any phase with his shuttle.
Secondary: Nydar operate aircraft from any of the eight factions on mars.
Darren - Atk 5 Def 2 (Marine)
Hit Points 10
Primary: Darren is mysteriously attuned to the conditions of Mars after a controversial experiment. He does not need a suit to survive outside the colony.
Secondary: Darren will consume %2 of Water per phase.
Tiaman - Atk 1 Def 0 (Preacher)
Hit Points 8
Primary: Tiaman may visit other factions and spread religion. Each visit adds 5% of your faith to an existing territory. If you have greater than 75% Faith in any faction they are considered to be worshippers of your faith.
Secondary: Tiaman may found a faith immediately and your faction will adopt it immediately.
Wren - Atk 0 Def 0 (Geologist)
Hit Points 4
Primary: Any phase wren may lock herself in the lab and focus on a technology. Any technology of tier 1 one will be completed by phase end. Any technologies of higher levels will be discovered faster by 50%.
Secondary: Lover trait. Wren is hopelessly in love with another council member. If they die she will also die. This trait will be randomly assigned to another player character.
Breath: Atk 0 Def 2 (Artificial Intelligence Hacker)
Hit Points 8
Primary: Breath is a lifelike Advanced Robot. It looks like a human in every way. Once per phase breath may establish communication with any opposing faction cpu. Breath can learn other factions diagnostics, research and / or any pertinent information.
Secondary: Breath does not consume resources. They do require exposure to solar energy however and must spend the first 24 hours of any phase recharging. They are immune to the outside effects of Mars.
Niles Flourish - Atk 2 Def 2 (President)
Hit Points 11
Primary: Niles can extend a phase by 24 hours if more time is needed. Niles may also End a phase if he wants.
Secondary: Niles will be denounced by factions more often.
Gulam - Atk 1 Def 4 (Mechanic/Maintainence)
Hit points 8
Primary: May repair a damaged vehicle, building or ship each phase.
Secondary: If he does not use primary action he may generate +5% Oxygen for the colony instead.
Christine Oxbow - Atk 0 Def 0 (Vice President)
Hit Points 6
Primary: Once per phase Christine may give out 2 additional actions to any role.
Secondary: Terminal Illness. Christine has been diagnosed with a terminal illness which is incurable so far. She will potentially die at a random time in the game from this illness. If this trait is removed the person removing it will absorb it.
Aster - Atk 1 Def 4 (Instigator)
Hit Points 12
Primary: Aster can visit another faction and can potentially trigger a rebellion 5% chance. If caught this is an act of war. At each level of experience his chance to trigger a rebellion increases by 5%.
Secondary: Aster is a criminal and invokes a 5% morale penalty each phase.
Lithgoff - Atk 0 Def 1 (Food Specialist)
Hit Points 7
Primary: May remain in greenhouse each phase and produce +5% food for the colony.
Secondary: Nightmares. Lithgoff has nightmares and sees terrifying visions. He may have an episode of nightmares which are debilitating and make him unable to perform any actions or travel.
Dale - Atk 0 Def 2 (Waste Management)
Hit Points 9
Primary: Dale converts waste from the colony each phase into +%5 Food, Water, or Oxygen.
Secondary: Dale is a smelly obese man. He is not well received by foreign dignitaries. If sent to another faction they will have a negative overall opinion of your faction.
Will - Atk 5 Def 4 (Mining)
Hit Points 13
Primary: May build a mine any phase. Each mine will add 1 resource to your strategic resources each phase.
Secondary: Prone to seizures which can prevent him from working.
▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪
(You will vote in pregame on what faction to start as on Mars)
FACTIONS
▪▪▪▪▪▪▪▪▪▪
Japan (Scientific) +5% Oxygen generated each phase. Gains 1 free L1 technology to begin with.
America (Domination) If you capture another factions capital you may erase any warmonger penalty.
China (Resource Hoarding) Any strategic mine you build will count x2. Resources may be stockpiled in excess without need for silo’s.
England (Political) If you gain an alliance with another faction which you also have converted to your faith they will disband and join you.
Russia (Energy) Any energy resource you discover will count x2. You may convert any 5% or more of energy per phase to food, oxygen or water.
Germany (Production) If a building project typically takes longer than a phase you will complete it faster than other factions by 50%.
India (Religious) You begin the game with a Pantheon automatically. India may spend faith to produce a unique Religious Missionary which may sabotage other factions holy sites.
France (Scientific) France may research at 1 tech level higher before meeting normal minimum requirements.
▪▪▪▪▪▪▪☆☆☆▪▪▪▪▪▪▪
Signups and Pregame will continue until February 14th Valentines Day.
<3 <3 <3 <3 <3 <3