ATLANTISv2 atl-design-digest #21 From: csd@microplex.com (Christian Daudt) Date: Tue, 16 May 1995 00:00:00 +0000 This file was automatically generated by csd@microplex.com If you notice anything unusual, please e-tell me. You better not kill Faction 9 or this service may be discontinued.:-) Contributions in Silver will be gladly accepted. ---------------------------------------------------------- Date: Fri, 5 May 1995 15:27:07 -0400 From: BlackFlash@aol.com Subject: Atlantis conjecture > 3) New trade items: I'm going to add more items for trade. I think the > list will look something like this: > > Item Skill Required Location > ---- ----- ----------------- > Fish Fishing A ship in the sea > Furs Hunting wilderness > Grain Farming Farm > Livestock Ranching Ranch > > Then, there will some advanced items, like spices, jewelry, etc. Do spices and jewels require production as an advanced item, like swords, or a heavy investment of effort to look for them in a region? Perhaps there would be room in the game for highly skilled craftsmen to produce works of art of various kinds, that would turn a good profit after a suitable commitment of time in skill study and production. > 5) New economy: This is the cool part. There will only be a few cities in > the initial world. To build up civilization, players will be able to > build villages. A village will initially have demand for a couple of the > basic trade items. If these items are sold to the village, the population > will grow. When the population passes a certain threshold, the village > will become a town, and eventually a city. A town will have demand for > more items, and also for wood, iron, and stone. A town will also produce > items like swords and bows. > > A city will have demand for advanced items, and will also produce these > items. These will be high priced items, that can be traded for high > profit (probably over a long distance). > > Assuming that the faction type system remains in effect, I will probably > limit selling common items to trade factions, and limit buying and > selling advanced items to pure trade factions. Maybe I missed your point, but this last sounds _really_ limiting when compared to the current game. If I'm a War faction, I'm going to want to be able to buy swords, horses and armor. I may need to sell some, and I don't see why I can't sell high if I can find a buyer, or why I would need a Trade faction to handle most of my transactions. > 9) The faction type vs. faction point system has yet to be decided. I > like faction types, but if no one wants them, I can switch to faction > points, or even remove all restrictions (I don't like this, but the > players are the ones who count). Now, given everything I've read on Atlantian economics and the rather large changes I'm going to suggest from my nice comfy armchair, I'd say go with a faction point system. My tentative ideas for Atlantis: 1) Count mages per foundation skill-level, as Kristian suggested. A few points and any faction can support a hedge-wizard. 2) With sufficient opportunities for both pursuits, consider splitting Trade and Production faction points. Merchants and craftsmen/laborers/unions are often of entirely different classes, and these can be considered two seperate, though related, tyes of enterprises. 3) Give the local yokel population in each area some general feelings about taxing, pillaging, fighting, recruiting, trade, entertainment. Add Politics Faction points that could make recruitment and taxing more efficient or take advantage of the people's attitudes to rouse a mob against unpopular factions, or even for popular factions. 4) If faction points are used, maybe start with a base faction or combination of base factions, and calculate faction point cost on that basis. This gives factions incentive to find partners, but doesn't screw them if they can't. >10) Do people like the leader/normal unit system? I can scrap it, change >the skill level maxes, or whatever. I like it as it is. >11) Also, I could get rid of the "help from other regions" combat, if it's >more of a pain in the butt than a help. I like it. ---------------------------------------------------------- From: vjg@cbnea.att.com Original-From: v.guinto Date: 5 May 1995 16:41 EDT Subject: re: Atlantis conjecture >> 3) New trade items: I'm going to add more items for trade. I think the >> list will look something like this: >> >> Item Skill Required Location >> ---- ----- ----------------- >> Fish Fishing A ship in the sea >> Furs Hunting wilderness >> Grain Farming Farm >> Livestock Ranching Ranch >> >> Then, there will some advanced items, like spices, jewelry, etc. > >Do spices and jewels require production as an advanced item, like swords, or >a heavy investment of effort to look for them in a region? Perhaps there >would be room in the game for highly skilled craftsmen to produce works of >art of various kinds, that would turn a good profit after a suitable >commitment of time in skill study and production. Maybe the items like spices and gems would be a sort of "advanced natural resource" that would be produced without raw materials. They could be producable (or even findable) by higher-level units only. Example: units with level-3 Herbalism skill would be able to detect the presence of spices in a region and harvest them; gems might require 3rd-level mining, and so on. That would give an additional incentive to train up units with production skills, and to find the races that allow the higher skill levels - in turn possibly providing a labor exchange market. Personally, I like the "roll your own faction" idea of allowing a faction to study a limited number of skills, say 15 per faction. Make taxing cost, say, 5 skill slots. Then each faction could decide what was most important. I find that limiting faction types by restricting the number of regions in which they can tax or produce to be VERY frustrating; I'd much rather pick a couple skills in which I can specialize, but be able to use those skills everywhere (the world's best longbowmen! or woodcutters, or shipbuilders, etc.). But I haven't seen any support for this sort of plan. -Vince Guinto vjg@cbnea.att.com ---------------------------------------------------------- Date: Sat, 06 May 1995 22:15:20 -0400 From: xuequin@unix.asb.com (Mark Reid) Subject: add me to list Geoff, Could you please add me to the design mailing list? Thanks. ---------------------------------------------------------- Date: Sat, 06 May 1995 22:33:03 -0400 From: xuequin@unix.asb.com (Mark Reid) Subject: atlantis 3 I haven't been play-testing the game long enough to make suggestions from experience, and I haven't seen whatever has been discussed before, so forgive me if this is all old hat or stupid. But I noticed from reading the comments on economics from Chris Bartlett and on the War v. Trade balance from David R. Shook, that there seems to be what some might consider a problem here. It occurs to me, without disparaging the value of a more detailed economic model, that Atlantis is mostly a political game in its elements. Since I think of trade factions as the bourgeousie, it occurs to me that for there to be greater balance between the Trade and War factions it might be better for the game to simulate conditions from a slightly later period in world history, when the bourgeouisie was closer to success over feudal militarism. What I propose is this. First, taking a page from the players mail-listers who suggested a lottery, why not allow units based in municipailities (hereinafter "polis") to make overseas trade investments. Some money could be invested every turn. The payoff would be a gamble. Let's say a roll 0f 10 type of thing. Outcomes could be: 1-total loss of investment 2-total loss of investment 3-50% loss 4-break even 5-break even 6-50% gain 7-50% gain 8-50% gain 9-100% gain 10-2500% gain These amounts could be scaled smaller for towns (ex: 10-500% gain) Only Trade and perhaps Trade/Magic factions could "invest". This would give a source of "free" revenue to non-War factions comparable to tax, and provide an incentive to Traders to reside near cities. Suggestion 2 forthcoming. ---------------------------------------------------------- Date: Sat, 06 May 1995 22:52:52 -0400 From: xuequin@unix.asb.com (Mark Reid) Subject: Atlantis 3 To continue on the issue of Trade v War imbalance, in addition to the investment lottery previously mentioned, I suggest: A new class of player, the guildsmen. The guildsman is an urban dweller, who is presumed to already have a productive personal skill (ex.: barber, undertaker, tailor, retailer, locally employed carpenter or stonemason). The specific skill need never be spelled out, as his faction can never avail itself of it to produce items. Guildsmen require no maintenance, pay to a leader unit in the polis where they reside dues of 70 silver one month out of the year, and can be trained to combat 1. They may use a sword, but no armor. They cannot leave the polis where they reside, attempts to do so result in loss of the unit. Factions are limited to 100 Guildsmen per city and 50 per town. But when a faction attains 90% of the maximum number of guildsmen in a polis, it gains the option of designating a leader unit resident in that polis a "patriarch" of the polis. A faction with a patriarch will in effect have the polis guardsmen as allies. The guardsman will fight to prevent any hostile or unfriendly units (to the patriarch's faction) from entering the polis. Also, all units belonging to hostile or unfriendly factions already in the city or entering it later (as by stealth) will undergo a 50% loyalty check at the appointment of a patriarch. If they fail, they merely desert and become ordinary, unrecruited units. (I know you don't like loyalty checks and I agree, but I think in this case it might be worth it. It also reflects the historical reality of serfs and vassals who became "freemen" on entering a city.) This would provide a strong shelter for Trade units and might also increase the risks for War factions setting negative flags in rural areas. The guildsmen would provide cannon fodder and a source of auxiliary revenue, and could be militarily significant, since they would always fight from behind city walls in conjunction with the city guard. I suggest that they should cost halfway between ordinary people and leaders. Hope this has been constructive. Mark M. Reid ---------------------------------------------------------- From: Geoff Dunbar <atlantis@rahul.net> Subject: Atlantis 2.0: atl-design list Date: Sun, 07 May 95 21:28:12 -0700 This is a weekly posting for the atl-design mailing list. This list is meant for anyone interested in the rules and design of Atlantis 2.0. The moderator of the Atlantis 2.0 game is on this list, so your ideas could actually become reality! To send a message to everyone on the list, send email to: atl-design@tango.rahul.net To subscribe or un-subscribe to this list, mail to atlantis@rahul.net. Make sure you specify exactly what you want me to do, because a lot of mail goes to this address. ---------------------------------------------------------- Date: Mon, 8 May 95 11:17:45 EST From: francis@nemesis.iic.uam.es Subject: Re: Atlantis 3 > > A new class of player, the guildsmen. The guildsman is an urban dweller, > who is presumed to already have a productive personal skill (ex.: barber, > undertaker, tailor, retailer, locally employed carpenter or stonemason). The > specific skill need never be spelled out... > it's sounds very good for me. Why entertainment is the only good income in a city? Where are the specialized workers? Hasta pronto...........................Francis O O L ~-~ `"' ---------------------------------------------------------- From: SARIKAKIS ANDREAS <andrew@ergasya.tuc.gr> Subject: Guards Date: Thu, 11 May 95 17:01:35 WETDST If city guards are killed are they replaced? If this is true then wouldn't a huge force kill them each month and earn abou 50 swords each week? Also if they are replaced they can't be on guard as a faction that loses in battle can't be on guard on the same turn. Anyway if they are killed can a city be taxed then? Faction 181 andrew@hra.ergasya.tuc.gr ---------------------------------------------------------- Date: Thu, 11 May 95 09:06:28 PDT From: "GDUNBAR.US.ORACLE.COM" <GDUNBAR@us.oracle.com> Subject: Re: Guards --Boundary-10261024-0-0 If the city guards are defeated in battle, they will go off guard (same as any unit who loses a battle). They will go on guard in the next turn (when GUARD 1 orders are processed). If city guards are killed, they will be replaced, gradually, and only if no one else is on guard in the city. Geoff --Boundary-10261024-0-0 X-Orcl-Content-Type: message/rfc822 Received: 11 May 1995 07:10:41 Sent: 11 May 1995 07:10:26 From:"SARIKAKIS ANDREAS " <owner-atl-design@tango.rahul.net> To: atl-design@tango.rahul.net Subject: Guards Reply-to: owner-atl-design@tango.rahul.net X-Orcl-Application: Mailer: Elm [revision: 66.25] If city guards are killed are they replaced? If this is true then wouldn't a huge force kill them each month and earn abou 50 swords each week? Also if they are replaced they can't be on guard as a faction that loses in battle can't be on guard on the same turn. Anyway if they are killed can a city be taxed then? Faction 181 andrew@hra.ergasya.tuc.gr --Boundary-10261024-0-0-- ---------------------------------------------------------- From: tim.hruby@his.com Date: Thu, 11 May 95 12:07:39 Subject: GUARDS My understanding, based on how I read the rules: > If city guards are killed are they replaced? Yes, unless the victor places his units on guard. > If this is true then wouldn't a huge force kill them each month and earn abou 50 swords each week? Yes. Unless you'd rather tax. > Also if they are replaced they can't be on guard as a faction that > loses in battle can't be on guard on the same turn. Note that some guards can be killed, and they still could win the battle, and so remain on guard. > Anyway if they are killed can a city be taxed then? Yes. ---------------------------------------------------------- From: Geoff Dunbar <atlantis@rahul.net> Subject: Atlantis 2.0: atl-design list Date: Sun, 14 May 95 20:28:33 -0700 This is a weekly posting for the atl-design mailing list. This list is meant for anyone interested in the rules and design of Atlantis 2.0. The moderator of the Atlantis 2.0 game is on this list, so your ideas could actually become reality! To send a message to everyone on the list, send email to: atl-design@tango.rahul.net To subscribe or un-subscribe to this list, mail to atlantis@rahul.net. Make sure you specify exactly what you want me to do, because a lot of mail goes to this address. ---------------------------------------------------------- From: yaj@cc.gatech.edu (Jay Luo) Subject: Atl: Some suggestions Date: Mon, 15 May 1995 16:25:56 -0400 (EDT) Just some things I was thinking would be nice: * It should announce to everyone in the hex, or at least to units who are on guard in a hex, who is taxing in that hex; likewise, it should announce what units are entertaining. The ENTERTAIN command could possibly take a descriptive argument for this purpose, e.g., ENTERTAIN "juggles colored balls" results in Clown (123) juggles colored balls for the entertainment of the populace. Announcing who is taxing and entertaining can allow factions, guilds, or whatever to enforce controls on who taxes and entertains in an area. * It would be nice if there were a stronger attitude than Allied, say, Cooperating; and you can only tax on land if the guards there are Cooperating with you. Either that, or a weaker attitude than Friendly, say, Trading, where you can receive items from a faction which is Trading with you, but they cannot tax. This is because there are lots of factions which I am Friendly to because we are giving each other things but whom I would rather not start taxing on my land. * (Possibly complex.) During a battle, at the start of any round where one side has only units which are Behind, that side should "surrender" and all remaining units are "captured". (Possibly during the "rout" combat round, if the force is entirely eliminated they should be captured instead as well.) Captured units become units under the control of the faction which won the battle, but retain a "prisoner" flag and remembers the faction whom they were captured from. The winning faction can subsequently issue orders for prisoner units, but prisoner units may only be ordered to move, work, describe, or give. A prisoner unit which is given to another faction remains a prisoner unit, unless given to the faction which formerly owned it (or maybe an allied faction), in which case it becomes a free unit of its original faction. The faction controlling the prisoners must pay maintenance for them as normal. A combat ready unit of the faction controlling the prisoners may "execute" the prisoners (destroying the unit), although this action is seen by all units in the area. If after the combat phase, a prisoner unit is ever in a hex where no combat-ready unit of the faction they are prisoners of are present, the prisoners automatically "escape," returning to their original faction. (Possibly more complex) A unit with Stealth may attempt to "rescue" a prisoner unit; if its stealth skill exceeds the observation skill of the units of the capturing faction and its allies, it rescues one person of the prisoner unit (forming a new unit if necessary). ---------------------------------------------------------- From: Bean <ATLANTIS@bluebean.demon.co.uk> Date: Mon, 15 May 1995 22:15:44 +0000 Subject: Re: Atl: Some suggestions - Prisoners Prisoners.... > flag and remembers the faction whom they were captured from. The winning > faction can subsequently issue orders for prisoner units, but prisoner > units may only be ordered to move, work, describe, or give..... > in which case it becomes a free unit of its original faction. The faction > controlling the prisoners must pay maintenance for them as normal.... Since prisoners are never well fed their maintenance should be 50%. Work output should also be less due to sickness/sabotage etc. Movement should also be slower. What about extra maintenance fees for guards - maybe 1 guard with combat >= 1 for every ten prisoners, otherwise they escape? Or: let the captor decide on maintenance fees for prisoners (i.e. how well he wishes to treat them) and set return for work accordingly. This would add up to make prisoners as much a potential problem than benefit - how it should be. Otherwise this change may skew the balance of power so much in favour of successful combatants that no one would ever catch up. Maybe I'm being over sensitive, sitting here in UK where we've just celebrated end of WWII, but I find the idea of labour camps and summary execution a bit distasteful. I guess it depends how 'realistic' Geoff wants Atl to be. ---- Bean. Email atlantis@bluebean.demon.co.uk ---------------------------------------------------------- From: Eric Dedieu <Eric.Dedieu@imag.fr> Date: Tue, 16 May 1995 14:46:46 +0200 Subject: ATLANTIS. Maintenance of allies ? I tried to rescue an ally unit by moving to its location with money, hoping that I would automatically share it with my starving allies as I would do with my own units. It didn't work. I suggest to make this automatic. Imagine for example a war faction A maintening an ally trade faction B : should A fail once to give money to B's units (because of an error in the orders), they will die. It is hard. So it would be a second difference between ally and friendly : you automatically rescue ally factions for maintenance as well as for battle. -- Eric Dedieu (Eric.Dedieu@imag.fr) LIFIA - 46 av. Felix Viallet, 38031 Grenoble Cedex, France Tel: 76 57 48 13 - Fax: 76 57 46 02 - Dom: 76 49 78 80 ---------------------------------------------------------- Date: Tue, 16 May 1995 08:55:08 -0500 From: jobollin@iumsc4.chem.indiana.edu (John Bollinger) Subject: Prisoners I do not think that prisoners are a good idea. First, the implementation of prisoner units would require wide-reaching changes to both the rules and the code, making both more complex. Prisoners would have to be handled differently from anything else. For instance, the original poster suggested that prisoners be allowed to GIVE. But the poster overlooks the fact that the unit must be forbidden from giving men, lest the men of the prisoner unit be transformed into regular troops for the captors. Yes, such a restriction could be coded. My point is, it would be a great deal of work for little or no improvement to the game. [see below] Second, I don't think that prisoner units would improve the game. The victor in a battle is already handsomely rewarded both materially and tactically, and giving him a bigger advantage is unwarranted. The potential for the vanquished to eventually recover some of his men is faint, at best, for the struggling factions that could actually benefit much from it. John Bollinger Melvin's Marauders (105) Up