IMPORTANT RULE CHANGES: Currently, there are no Entities allowed in the game.
Because I am unfortunately unoriginal, I've decided to bring back an old-style game. It's called Evolution, but that one is ridiculously complex, so I've decided to use the Evolution Lite version. It was a good game, so hopefully he doesn't mind too much, especially since he abandoned the game and hasn't been on in 3 months.
So, I will pick up where he left off. I'll be accepting 6 Species and up to 11 Entities (Perhaps more later). The game will start when all 6 Species have been chosen and uploaded. There are no limits for your Species/Entity.
The rules are, as stolen:
Evolution Lite
A hopefully more streamlined version of the ongoing game Evolution. This is not intended to replace the ongoing game but to go on alongside it as a way of testing out a different ruleset. As with the original game, rules may change or be added as the game progresses (depending on whatever might be required). The advantage of Evolution Lite is speed at the price of flexibility.
The chief difference between the two games is the division of playable forces into Species and Entities. The Species players (of which there may be no more than six) control the evolutionary destiny of their chosen species. They play the conventional game, accruing Evolution Points and spending the EP on increasing their species traits. They also settle/colonise more of the map, engage in wars and gamble for additional EP by attempting specific actions. Entity players (of which there may be an unlimited number) play powerful forces within the framework the Species players provide, operating within spheres of influence such as military, religious or economic means. They can spur on species growth, stimulate war or lead armies on their own grounds and invest power in avatars to more directly steer the course of events.
The Species Game
Traits are again different in E-Lite. Instead of single, general traits getting exponentially more expensive, traits can now only be levelled up to 10 points but now exist in tiers. Similar traits on the same Tier do not stack, they overlap. e.g. Two Tier 1 traits, Digestion and Long Tongue, both increase Food in a region. Digestion has 4pts, Long Tongue has 6pts. They do not stack to provide 10pts (and +2 Land in hexes) but overlap to provide 6pts (+1 land in hexes). Related traits from different tiers do stack, so if the long-tongued race also has the T2 trait Sticky Tongue with 5pts, the traits stack to provide 11pts (and +2 Land). Traits higher than T1 require foundation traits with double or more points. e.g. To invest 6pts in Sticky Tongue (T2), the Longtongues need to have a combined total of 12pts or more in related T1 traits (e.g. Digestion and Long Tongue). Because the Longtongues have 6pts in Sticky Tongue (T2) already, they can invest up to 3pts in a new T3 skill; Prehensile Tongue. However, even if they max out Sticky Tongue to 10pts (requiring 20pts in T1 skills), Prehensile Tongue can only reach a 5pt max unless more points are invested in another T2 trait to act as a foundation.
Another change is that traits are now divided into spheres. The three core spheres are Population, Martial and Religious, but as many additional spheres can be created as desired (potentially at the cost of specialising in the core spheres). Example spheres might be Economic, Psychic, Diplomatic, Academic or Magical. In general, each sphere has eight types of trait that can be invested in.
Action traits are used to accomplish tasks and overcome resistance from the environment or other species. Example traits might be Pioneering (Population), Swordfighting (Military) or Proselytism (Religious), with the intended tasks of settling a new region, conquering one's opponents or converting individuals to a new faith.
Reaction traits are used to resist imposed changes or challenges from the environment or other species. Example traits might be Hut Building (Population), Shieldfighting (Military) or Dogma (Religious), with the intended tasks of surviving storms, defending against attack or resisting conversion to a new faith.
Power traits increase the force behind actions based on Action traits. It requires a successful Offensive trait roll to succeed at an action, but the Power traits behind it define how well it succeeds. Example traits might be Leadership (Population), Swordsmithy (Military) or Zealotry (Religious).
Armour traits are used to reduce the effect of imposed changes or challenges. If a Reaction roll is failed, enough Armour trait may reduce or negate the damage done. Example traits might be Granaries (Population), Armouring (Military) or Conviction (Religious).
Perception traits are used to resist rolls based on Stealth traits. On a successful roll, spotted lone scouts or spies are neutralised instantly and larger forces attempting to evade detection can be engaged. They are additionally used by scouts to notice useful or dangerous features of a hex relating to their sphere of influence.
Stealth traits are used to scout dangerous hexes unseen, infiltrate another species' hexes and potentially engage in sabotage, espionage or theft. Either lone scouts/spies can attempt to stealth or whole units. Lone scouts and spies will be neutralised instantly if discovered, whilst units may attempt to fight their way out of the situation and continue with fresh stealth rolls.
Range traits increase the number of actions a unit can take per turn above the base 2 points for all units. For example a military unit can travel one hex from its home hex (1 action) and attack the settlement there (2nd action) for free, but with 10pts in Logistics (+2 actions) it can attack a settlement three hexes away (three move, one fight), attack the first settlement (1 move, 1 fight) and then one in a hex next to it (1 move, 1 fight) or scout 4 hexes away (4 move). Moving one hex counts as an action, as does anything that would require a roll.
Generation traits increase the number of sphere units a hex generates. With the exception of the Population sphere (which increases the rate of Pop growth), each point of Population in a hex can support a number of sphere units equal to the number of points in Generation traits divided by 5 (rounded down). e.g. A hex with Pop 6 and 6pts in Recruitment (Military) can support up to 6 Military units, but with 10pts in Recruitment this number increases to 12. With another 5pts in a T2 skill, Conscription, the number increases to 18. Where unit counts have been reduced (e.g. through war) they are replenished at a rate equal to the hex population per turn. So where the hex of Pop 6 can support 18 military units, if there is a war and unit count is knocked down to 10, next turn the hex will have 16 military units and the turn after it will max out again at 18 (unless the population of the hex has risen).
In all actions, the number of units risked in the action directly multiplies all the traits (Action, Reaction, Power, Armour, Stealth and Perception), so greater numbers can generally achieve more than smaller groups.
An important point to note is that Tiering is not sphere-specific; it is possible to use traits from one sphere as a foundation for a trait from another. e.g. The Longtongues have 10pts in Stored Wealth, a T2 Economic Armour trait, and 8pts in Cartography, a T2 Military Perception trait. Using these two skills as their foundation they can invest up to 9pts in Expeditions, a T3 Population Action trait, since private investors are willing to back colonial expeditions with good maps of the area.
The most basic resource on the Species level is Land. All hexes have a certain Land value, based on how much population they can naturally sustain. Investments in traits relating to Farming or improved digestion/foraging of food increase the Land by 1 per 5 trait points in a hex for that species. Such traits are special and do not fit into any sphere. Species gain Population up to the maximum Land of the hex (except where multiple species inhabit a hex) at a base rate of 1/turn where there is at least one Pop in the hex. This rate is increased by traits relating to breeding, longevity or health by 1 per 5 trait points. NB: Different traits may be required for radically different environments, e.g. settling non-coastal ocean, space, or magical extra dimensions. This is at the GM's discretion.
Overall, Evolution Points are generated for each species by adding together the total Population and the total number of units for all spheres of influence, then dividing by five. e.g. A species with population 16 and generating 16 military units, 32 religious units and 16 economic units a turn generates 80/5 EP; 16EP per turn. Bonus EP can be earned by attempting actions in various spheres and through entertaining and original roleplay. Remember that points in traits can actually be lost through misfortune, war or sabotage.
The Entity GameEntities are forces of great influence within a sphere. They can be deities, schools of war, merchant companies or anything else relating to a sphere currently in existence that could conceivably span generations. [Further edited]
The Food mechanics stuff does indeed exist outside of any sphere. Anything related to expanding habitable land is its own trait. Unfortunately, the Spheres system is a little imperfect when it comes to dealing with certain things. We'll find out just how broken it is as we go along (whoo, journey of adventure!). The upshot is that for every 5 points in a Food trait the amount of land in one hex type (Blue, Green or Grey) goes up by 1, increasing the max population of the hex by one. There are no specific rules about creating these traits, except that they are subject to tiering as well. Remember that you can use traits from other spheres to act as foundations.
Speaking of broken systems, a few thought experiments later I've come to realise that the Entity system won't work exactly the way I've tried to do it, so I'm implementing some changes to make it more solid and (hopefully) simpler and easier to work with.
First up, no more 'investing points in avatars' stuff. If you manifest an avatar, every action you take counts double, but if it gets vanquished you lose half your influence. End of story. Manifesting an avatar requires an action and isn't necessarily successful.
Entities act through their influenced units. The way I run calculations under the system for Species actions, attempted actions require you to risk a certain number of units on a task. The number of units risked generally affect the likelihood of success (the more, the greater chance). Species can risk as many units as they possess, but Entities can risk only units they have Influence over.
Entities acting through influenced units use the stats of the species providing them, plus their own stats. So military units with Act 7, React 5, Pow 2, Arm 3, when influenced by an Entity with Act 2, React 2, Pow 5, Arm 5, will have a total strength of Act 9, React 7, Pow 7, Arm 8. For entities with an avatar manifest and no influence, their own avatars count as one unit. Where entities attempt to act in spheres beyond their primary sphere, they can either still use units from their primary influence to do the job, but those units have effectively no points in that skill. Alternatively, they can act on the behalf of units from that sphere belonging to another Entity or to a Species and add their points as a bonus to their actions instead, in effect aiding them in an action.
Finally, let's change the way Entities gain power. Rather than being as fluid as it was, let us make it more akin to the way Species gain EP. Entities start with 10 points of skill (as they do now). Each turn, they gain one point for every five units of influence they have. Like EP, this cannot be taken away.
Example Species (with 50 EP to spend)
Longtongue
The Longtongues are a race of hairless mammals roughly the size of German Shepherds, noted for their lengthy, prehensile tongues. Whilst largely defenceless save for their hard skin, longtongues do have the advantage of being able to procure food in all manner of environments with great success.
Food (Total of 25 increases available Land in all green land squares (forest, plains, marsh) by 5)
Long Tongue (T1, 10)
Sticky Tongue (T2, 10: Long Tongue, Foraging, Nesting)
Prehensile Tongue (T3, 5: Sticky Tongue)
Population
Action: Foraging (T1, 5)
Reaction: Nesting (T1, 5)
Power: -
Armour: -
Perception: -
Stealth: -
Range: -
Generation: Live Birth (T1, 5)
Military
Action: -
Reaction: Tough Skin (T1, 5)
Power: -
Armour: Tough Skin II (T1, 5)
Perception: -
Stealth: -
Range: -
Generation: -
NB: Tough Skin is used redundantly because it has multiple potential uses. Feel free to do this, just remember that the total points invested has to fit in with tiering.
Although no generation points have been put into Military (preventing the fielding of any armies or particular support of a standing army), general military actions (such as constructing barricades etc) or defence against attacks are conducted at the strength of half a unit as civilians are drafted into service.
Example Entity (with 10 Influence to spend)
Valeia, Godess of Dominion, Fear & Madness
Valeia is most often represented as a young woman with flat grey hair that always covers Her face, or the closest equivalent in a species, as it is said that to look upon Her true visage would drive mortals beyond the brink of insanity. She is worshipped by those seeking to overthrow others or maintain their own grip on power, by those seeking respite from fear or to inspire terror in others and by those gripped by and embracing insanity in all its forms. She is not known for any particular stealth or care for Her worshippers, but rather for deliberate and generally unstoppable acts against those who displease Her.
Primary Sphere: Religion
Action: 4
Reaction: -
Power: 4
Armour: -
Perception: -
Stealth: -
Range: -
Military
Action: 1
Reaction: -
Power: 1
Armour: -
Perception: -
Stealth: -
Range: -
Like Iituem stated, these rules are not permanent, since there may come a time when systems break. But, we'll see how well it comes up.
The map, also stolen and fixed to not hold any of the old information, is in this spoiler.
We have an actual, honest-to-goodness homemade map:
There are 6 schools of Knowledge:
Primary Sphere - Population [Food]
Secondary Spheres - Military, Religious
Tertiary Spheres - Social, Economic, Academic
Unit Types:
Pop Units can now do all types of actions at +0 (Unless it's settling.)
Military Units are used to attack other players (Or scout, if used against land [Using +x for number of scouting actions that turn.]) They also defend against Military Units.
Religious Units are used to convert other Units, as well as protect against other Religious Units.
Social Units are used to merge other Unit actions (Combining Academic Unit actions from two or more different Hexes.) Rolls are against number of Units carried and the number of Hexes combined.
Economic Units are used to boost other Unit actions. Rolls are against the boost wanted (+x) and the number of Units the boost is for.
Academic Units are used to research Technology, rolled against +0.
NOTE: You do not need a greater or equal number of Units when rolling.
Food now acts on 4 Land Traits: Green, Blue, Brown, and Grey. All Land Types will have a base of 6 Max Pop Units, with an additional 1 for every 10 Points in the Food Trait.
Generation has a base of 1 for all Units (Created for Pop Units, Maximum amount for Non-Pop Units) and an additional 1 for every 10 Points in the Generation Trait.
Range now refers to the number of Hexes a Unit can move. All Units start with 1 Hex, with an additional 1 for every 10 Points in the Range Trait.
All Units have 1 Action per turn, with Moves being able to be used in between these Actions.
If you have 0 Pop Units in a Hex for more than 1 Turn, the Hex is lost, no matter how many other Units you have.
All Actions will not be combined. If you Research a Trait in two different Hexes with them being connected with Social Units, you will only gain the higher of the two rolls. Similar to Religious converting or attacking, the rolls will be rolled and then combined after both rolls, instead of using the combined effort.
The formula is like this:
Stealth - Units vs. Perception + Units
If the first is higher, then the difference is added to all other stats.
Units * (d20 + Action + Bonus) vs. Units * (d20 + Reaction) [There was an actual error in the previous program that didn't take Unit number while doing Action vs. Reaction.]
If the first is higher than the second, the action or whatever succeeds, and then checks the power of the action.
Units * (d4 + Power + Bonus) vs. Units * (d4 + Armor)
The following is the power of the action, where the difference determines the successfulness of the action.
Then, the formula is flipped to determine if any Units were lost.
That is the entire formula in a gist. Also, the second half of the formula uses the opponent's stats. In case it wasn't clear.