Strategy is a map game scheduled to be created in early-July 2010 that is meant to be the first "strict" map game, one where the rules and regulations are stringent enough to make it equivalent to a board or computer game. For the time being, I will be setting out the rules, gradually, until I have enough time set aside to make the game itself.
Any questions, comments or proposals can be directed to the talk page.
Purpose of the Game
As I've been baffled how something as disorganized as some of these Map Games has generated so much interest, I decided to see if I could make any changes to the idea. Working off of the idea that a game where there are no clearly defined limits is not a real game, "Strategy" will try to rectify this situation. Emulating such popular games as "Diplomacy" and "Total War", "Strategy"'s rules and such will approach those of of other strategy oriented games.
Whether this entire concept succeeds or fails will be decided with time. For now, onto the rules...
- Starting Year: Summer 632 CE
- Next Turn: Winter 632 CE
- Final Year: Winter 1700 CE
To be decided...
- Scenarios can advance through 'epochs' tracked on an adjacent board that describes the epoch situation, aspects, and game alterations. (e.g. 1900s: Technology: horse and carriage are prominent but steam engines become useful. The biplane is introduced. Population expands in cities.....)
(NEEDS WORK: Suggestions are highly recommended)
- Turn length (in terms of game years per turn) will usually be decided on the game's page
- During each general TURN, every PLAYER must write their actions for that turn
- There will be no turn order and players can write down their moves whenever they want between the end of the preceding turn, and the start of the succeeding turn
- Every day (at a certain, decided time) the game will be prepared for the next turn. At this point anyone who has not made their play will be considered to have skipped their turn, with no exception
- The Map will be changed to fit the results of everyones play at the end of each TURN and only at the end
- When a player makes their play they must write out exactly what they have done. The nature of how this will be written needs to be decided
In a TURN the PLAYER can:
- Take two PRODUCTION turns, meaning a unit or building can be built anywhere in the nation twice, in any combination or location. The PLAYER must directly state what they are building
- The TRAINING of a unit counts as one PRODUCTION turn. So for instance, one building and one unit can be made on one TURN rather than just two buildings, or just two units
"Player 1: *Build a Christian Cathedral in California and a Barracks in Hawaii"
- Move any combination of units to any valid region on the map, in any number. Each unit may only move a maximum of ONE REGION PER TURN PER MOVEMENT POINT. Light units have TWO movement points whilst heavy units only have ONE
- Any movement into an unallied/enemy territory can only be one region deep, regardless of movement points that the unit has.
The MENU is a box directly under the map, and part of the same file, that gives important details on every PLAYER controlled nation. This will of course be edited accordingly with the map.
- The Menu box will be divided into smaller NATION BOXES, one for every nation in the game
- The name of one PLAYER nation still in the game will be in each division, meaning that smaller box is giving information on THAT nation ONLY
- Directly to right is an icon which indicates the POLITICAL POLICY which that nation follows. See POLICIES for more information
- To the right of that is a Bold and Italicized letter which indicates the ECONOMIC POLICY which that nation follows. See POLICIES for more information
- To the right again is an icon which indicates the STATE RELIGION of that nation. If the nation practices FREE RELIGION then this section is non-existent. See RELIGION for more information
- To the right a third time is a small letter which indicates the RELIGIOUS POLICY which that nation follows
- Every nation starts out with their own national name, determined by the nation's name at the point in history at which the game starts
- All PLAYERS may design their own national flag if they wish, this will be added at every turn, making it easier to distinguish between the moves of different players
- Whenever a political or religious POLICY or the STATE RELIGION of a country are changed, the PLAYER can optionally change their countries name to whatever they want (within reason)
This section details the art of alliances, negotiations, trade and the-like for the game.
PLAYERS will contact each other through the UN Headquarters (the game's TALK PAGE). Though the name might be a bit of a misnomer, the purpose of the UN Headquarters is similar enough to deserve the name. NO OTHER conversation can go on in the page except for that described below. The UN Headquarters is for:
- INTERNATIONAL TRADE - If a PLAYER has one or more resources that they wish to trade, they can post it in the Auction section of trade. Once a deal is made, any and all trades must be outlined in the Ongoing Trade section. This will be detailed later.
- PEACEKEEPING - This is where wars are ended. PLAYERS can: OFFER their surrender to someone they are at war with/REQUEST an armistice/ACCEPT any of the above.
- TREATIES - Board where conditions of surrender are POSTED and agreed upon, no discussion. Only an ACCEPTED or REFUSED under the treaty conditions can be made. All active treaties will remain up, once they are nullified, they will be deleted.
- ALLIANCES - Here PLAYERS can create a DEFENSE PACT with one or more other players. All active alliances will be listed here (by their chosen name). A PLAYER who BREAKS a pact is merely making a bad name for themselves (think of it like your credit score just went down). Additionally, all TRADE they were performing with a PLAYER in the pact is cancelled.
- COURT OF JUSTICE - PLAYERS can post any perceive breaches of the RULES here for everyone, including the GAME MASTER to see. The accused can defend themselves, but generally whether the plaintiff is right or not can be easily figured out. The rules MUST be followed.
- PARLIAMENT - General discussion over alliances, wars, trade, justice and other happenings in the game.
For more private communication, PLAYERS can make do things whatever way they please. If they use their own talk pages for private communication, then any other PLAYER who tries to read it is just performing Espionage and is breaching no rules.
PLAYERS in a DEFENSE PACT together cannot:
- CAPTURE any friendly territory. Units can ONLY be sent through another PLAYER'S territory if they are in a pact together. If a pact is broke, every foreign unit must return to one of their own regions.
- FORM a DEFENSE PACT with a PLAYER who is at war with one of their allies
Things which PLAYERS in a pact can uniquely do are:
- MOVE units through allied territory
- Serve as a TRADE LINK between one other PLAYER in the Alliance and any other PLAYER
POLICIES are any facet of the government that denotes what ideals the nation follows. This determines many aspects of the society. In other words, each policy comes with its own specific BONUS that it grants. Any time a POLICY is switched for a nation, no moves can be made for that turn. This is called ANARCHY. Switching more than one policy at a time, or several policies and state religion does not make the anarchy last any longer.
Policies are labeled as POLITICAL; RELIGIOUS or ECONOMIC.
- GOLD CROWN - Absolute Monarchy: +1 Construction slot per region (lose if government is switched)
- CROWN - Constitutional Monarchy: Happiness can never become negative (No Revolutions or Rebellions)
- PHRYGIAN CAP - Republic: Policies or Religions can be switched with no anarchy
- LIGHT BULB - Technocracy: 2X research rate
- MURAL CROWN - Dukedom: Commerce no longer needed to access a resource on the capital's own continent (Eurasia, America or Africa)
- TRIREGNUM - Theocracy: +2 to the Fervor multiplier (3X would become 5X)
- SWORD - Dictatorship: +6 to the number of units which can be garrisoned in each region
- r - Repression: No state religion or fervor, 4X the number of units can be garrisoned in each region
- o - Organized Religion: Free religious structure in every region (Does not take up a construction slot)
- i - Integrated Religion: +2 to the Fervor multiplier
- f - Free Religion: No state religion. Constant 2X fervor and +1 happiness in every region
- M - Free Market: Every resource a nation has accessed to on its home continent is individually doubled
- P - Mercantilism/Protectionism: Any internationally traded good is still available to the nation
- C - Colonialist: Unlimited ability for sea trade (both Commerce and International)
- A - Capitalist: Nation can take four production turns per real turn
- S - Communism: +1 Construction slot per region (lose if government is switched)
TRADE is divided into two sections: COMMERCE and INTERNATIONAL TRADE.
In either case trade can be either LAND TRADE or SEA TRADE. Trade by land can only occur if the resource in question, or the trading CAPITALS are linked by owned or allied regions. Trade by sea can only occur if there are two PORTS linked by a SEA LANE (Discussed later).
COMMERCE is by definition any trade that occurs within a nation, and is the way in which a RESOURCE is able to be used by that PLAYER. The region in which the resource is located has to be linked to the nation's CAPITAL through any of the following ways:
- Either owned or allied regions form a link between them. This is called a LAND ROUTE
- A PORT in the region connects to a SEA LANE that links it to a PORT in a region with a land route to the capital
- There is a land route to a port that meets the requirement above
Once a resource is connected to the CAPITAL, the PLAYER has full ability to use it ANYWHERE in their territory. This is called having ACCESS to the resource. Although a player owns the resource by having it in their territory, they have ACCESS to it by connecting it to their capital.
INTERNATIONAL TRADE can only be performed between TWO friendly CAPITALS. Even if the resource in one nation has a land route to the CAPITAL of another, the trade cannot occur unless the resource is ACCESSIBLE to one nation, and their CAPITALS are linked through any of the following ways:
- A LAND ROUTE exists between the two capitals, regions owned by either PLAYER or an ally of one of the PLAYERS form this route
- PORTS for both nations link their CAPITALS through a SEA LANE. Land routes can extend the link to a CAPITAL for either PORT
When a RESOURCE is traded to another PLAYER, the PLAYER who offered it no longer has the ability to use it whilst the receiver does. A resource can be traded for anything, even given away as an OFFERING. Usually, one resource will be traded for another, though this does not have to be the case. (Resource use is discussed later).
If any of the above conditions are broken, say by someone pirating the SEA LANE, then the trade is on HOLD. A HOLDING trade is not cancelled but will be considered void until the conditions are met again.
Ports serve to spread trade in a nation.
- PORTS can only be built in a region which is directly on either an Ocean or Sea. If there are two coasts which a PORT can be built on, then the PLAYER MUST select which coast they want it on
- Only ONE port can be built per region
- A Port cannot be built on a region with a DOCK
- PORTS connect to the nearest SEA LANE which then connects to any other ports
Ports can be upgraded 5 times, the level only having an effect on COMMERCE not International Trade:
- Pier - Can trade up to 2 resources
- Wharf - Can trade up to 4 resources
- Port - Can trade up to 6 resources
- Warehouse - Can trade up to 10 resources
- Trading Center - Can trade up to 14 resources
- Global Seaport - Unlimited trade
The PORT will be indicated on a region by a small PORT SYMBOL, with the level of advancement indicated by a small number on it (1 to 6 being worst to best). This is the case with every single in game structure.
SEA LANES connect one port to another. There is NO limit on the number of ports that can be connected through any single sea lane.
- Sea trade can ONLY occur across a sea lane
- Sea lanes can be PIRATED by any nation's ship, thereby stopping any enemies from receiving TRADE of any kind as long as the PIRACY is still in effect
- PIRACY can only occur along a sea lane and does not given the pirating nation access to any additional resources
Religion plays two important roles in "Strategy", influencing happiness levels and offering an advantage called FERVOR. Below are all possible religions in the game, alongside their respective icon in the MENU and over the region. It is important to note that ANY religion can be made the STATE RELIGION except for Animism.
*List is open to suggestion*
- Roman Christianity (Gold Cross)
- Arianism (Wooden Cross)
- Islam (Star and Crescent)
- Judaism (Star of David)
- Buddhism (Eight-Spoked Wheel)
- Hinduism (The Aum)
- Taoism (Yin and Yang)
- Sikhism (Ik Onkar)
- Zoroastrianism (Flame)
- Yucatec (Blood Droplet)
- Animism (Totem Pole)
- FERVOR is a bonus that can be given to units that are in any owned region
- Fervor is granted once that region's majority religion is the same as the STATE RELIGION
- Without any upgrades, FERVOR gives a 3X multiplier to all units' stats
- This multiplier value can vary for certain nations
- If a nation practices FREE RELIGION then the multiplier is 2X regardless of the religions present, or the nation's bonuses
CONVERSION is what happens when either the dominant religion of a region changes, or the nation's STATE RELIGION is changed.
- STATE RELIGION can be changed at the whim of the PLAYER, to any one in the game
- One turn of ANARCHY when a PLAYER converts
- If a region's dominant religion is the same as the STATE RELIGION, then it is given +3 happiness (with no bonuses active)
- If it does not, then the region is given -2 happiness for religious dissent
- Every region has the percent of adherents to the state religion shown on its part in the map
- Increases by 1% for every adjacent region that is already dominated (>50%) by the STATE RELIGION
- Decreases by 1% for every adjacent region that is not (<50%)
Example: "Region X is adjacent to region W, Y and Z. Y is dominated by Christianity and Z and W are dominated by Islam. Since the state religion is Islam, every turn, X's percentage adherence goes up by 1% or (1+1-1=1)"
- When adherence reaches 50% exactly, then the region is DOMINATED by that religion, reaping the benefits (Fervor and Happiness)
- If a nation practices FREE RELIGION then it receives a constant +1 happiness regardless of any other factors
A RELIGIOUS STRUCTURE is a building which can be built on one CONSTRUCTION SLOT in a region. DOUBLES the conversion rate of a region to its associated religion.
- i.e. If there are two Christian regions around Region X and one Islamic regions, then the percentage adherence would go up by 1%. With a Christian Cathedral, the percentage adherence goes up by 3% as the increase from the Christian regions has been doubled
- If the RELIGIOUS STRUCTURE is different then the STATE RELIGION then it will only help to decrease percentage adherence
Religious Structures are: Christian Cathedral; Arianist Church; Islamic Mosque; Jewish Synagogue; Buddhist Stupa; Hindu Mandir; Taoist Pagoda; Sikh Gurdwara; Zoroastrian Fire Temple and Yucatec Altar. No building exists for Animism.
Additionally, some regions have pre-existing RELIGIOUS SITES that serve to increase the FERVOR multiplier by +5. These cities are very difficult to capture, usually requiring a forceful conversion of the region beforehand.
TECHNOLOGY is an important, albeit complex aspect of the game "Strategy". It consists of two major aspects: ERAS and TECH. ERAS are similar to Ages in Age of Empires, whilst TECH just grants bonuses or special access to the PLAYER. Available technologies can be found in the "Strategy" Technology Tree (Map Game).
In Game 1 of "Strategy", the eras are organized as follows:
- Iron Era
- Steel Era
- Gunpowder Era
- Industrial Era
The ERA in which a nation is in determines the units which it is permitted to build. All ERA information will be found on the UN HEADQUARTERS (TALK) page of the game.
- In order to advance eras, the nation must have researched 15 technologies in their current ERA. Once an ERA has been advanced, it is impossible to gain technologies from previous ERAS except through INTERNATIONAL TRADE
- TECHNOLOGIES can determine things such as: Resource use; available units; and most importantly bonuses