(IRR) Rokugan Industrial Revolution (Player Poll)

What Elements Should the IR Take On?

  • No Technology.

    Votes: 1 6.7%
  • Technology, but it must be developed.

    Votes: 8 53.3%
  • Gnomish Industrial Revolution.

    Votes: 4 26.7%
  • Magical Revolution.

    Votes: 2 13.3%

Creamsteak

Explorer
Here is another Rule option, based on diminishing returns.

To earn 1 tech point in a year, a player only needs to invest 1 PL in research.

To earn 2 tech points in a year, a player needs to invest 3 PL in research.

To earn 3 tech points in a year, a player needs to invest 6 PL in research.

4 tech points = 10 PL
5 tech points = 15 PL
6 tech points = 21 PL
7 tech points = 28 PL
8 tech points = 36 PL
9 tech points = 45 PL
10 tech points = 55 PL
11 tech points = 66 PL
12 tech points = 78 PL
13 tech points = 91 PL
14 tech points = 105 PL
15 tech points = 120 PL

Tech points are "spent" on one of 4 categories. These categories are:

Attack Scores
5 Points = +1
15 Points = +2
30 Points = +3
50 Points = +4
75 Points = +5
105 Points = +6
140 Points = +7
180 Points = +8

Defend Scores
5 Points = +1
15 Points = +2
30 Points = +3
50 Points = +4
75 Points = +5
105 Points = +6
140 Points = +7
180 Points = +8

Medicine/Agriculture/Sociology
5 Points = 10% resist taint, 25% resist common disease (like flu)
15 Points = 25% resist taint, 50% resist common disease (like flu)
30 Points = 50% resist taint, 100% resist common disease (like flu)
50 Points = 75% resist taint, 25% resist blight disease (the plague)
75 Points = 90% resist taint, 50% resist blight disease (the plague)
105 Points = 100% resist taint, 75% resist blight disease (the plague)
140 Points = 100% resist taint, 100% resist blight disease (the plague)
180 Points = 100% resist taint, 50% resist magical disease (Red Plague)

Engineering/Physics/Construction (these affects stack)
5 Points = Raises all territories and cities IR by 1 point.
15 Points = Raises all territories and cities IR by 3 points.
30 Points = Raises all territories and cities IR by 6 points.
50 Points = Raises IR by 10 Points.
75 Points = Raises IR by 15 Points.
105 Points = Raises IR by 21 Points.
140 Points = Raises IR by 28 Points.
180 Points = Raises IR by 36 Points.

Now, you guys could offer up other schools of research. I would also allow sharing tech, allowing a player that gains 5 points in one science to give 1 point in that science to another player.

Also, you could be creative with your tech. A player with 180 Points in Attack would probably be able to build a decent tank, for instance (though with no +defense it wouldn't be the best armored). The affects continue on beyond 180, but since this is just a beta, inform me of your opinions.
 

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Creamsteak

Explorer
Here is the simplest rule I could think of:

To earn 1 tech point in a year, a player only needs to invest 1 PL in research.

To earn 2 tech points in a year, a player needs to invest 3 PL in research.

To earn 3 tech points in a year, a player needs to invest 6 PL in research.

4 tech points = 10 PL
5 tech points = 15 PL
6 tech points = 21 PL
7 tech points = 28 PL
8 tech points = 36 PL
9 tech points = 45 PL
10 tech points = 55 PL
11 tech points = 66 PL
12 tech points = 78 PL
13 tech points = 91 PL
14 tech points = 105 PL
15 tech points = 120 PL

We all start in the year 1600. Tech Point = years of advancement beyond 1600. That means that the most developed technology available during turn 2 is going to be from the year 1615. Turn three the most advanced player would probably have around 1640. The next year would be about 1675. Then about 1700 by turn 5.

It's a fast pace compared to the way things go in the 'real world, but it gives us enough speed that if the game were to make it to turn 10, we might have some powers with Civil War technology.

If someone else has an idea, please speak up.
 
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Creamsteak

Explorer
Well, if a player had 120 villages (PL 1 : IR 1) the third rule would have the results tabled below. I think they are fairly good results, without complicating the game too much. The results below are kind of aimed at "above average" results, but I know some clever players could easily outscore this chart.

120 PL = 15 Points in turn 1 (1615)
240 PL = 21 Points in turn 2 (1636)
360 PL = 26 Points in turn 3 (1662)
480 PL = 30 Points in turn 4 (1692)
600 PL = 34 Points in turn 5 (1726)
720 PL = 37 Points in turn 6 (1763)
840 PL = 40 Points in turn 7 (1803)
960 PL = 43 Points in turn 8 (1846)
1080 PL = 45 Points in turn 9 (1891)
1200 PL = 48 Points in turn 10 (1939)

If that degree of scientific progression is fine with everyone, and the system is understood... this is what we will do.

Here is an option I could attach to that rule.

Bonus Rule = At 1650, 1750, and every 100 years beyond you get a +1 to all attacks. At 1700, 1800 and every 100 years beyond you get a +1 to defense rolls.
 

Creamsteak

Explorer
If I can get some conformation on things... (I'll be waiting here for about another hour, then I'll go to sleep and get back at 7 AM central time or so...)

I'll be enacting these changes:

The Mantis Clan will be reverted to normal PL and IR based on thier clan Daimyo, like all other powers.

The third rule I listed on this page (the simple one that bases itself on the year of advancement) will be official. I think the +1 attack and defense parts should be part of it.

If any player really has something against this... I guess we can mull over the idea a bit longer. No longer than one or two days, however. I don't want the IR slowed down over one issue. People can continue claims and such in the Main thread.
 



Serpenteye

First Post
One ting that isn't quite clear in any of your suggested rules is how one gains PLs by industrialisation. It also seems to me like the IR ratings of the clans (non territories) has no purpose since the IR is only significant for territories in your original rules.
 

Creamsteak

Explorer
Erg... see I pretty much know what I'm talking about when I think about it, but I have trouble explaining.

IR can be explained like this:

Every Territory (clans, provinces, land masses, cities, anything on the List with both a PL and an IR rating) gains a certain amount of PL at the end of the turn.

You gain 1 PL in every territory that you have an IR rank of 1.

2 PL in every territory with a rank of 3 (1+2)

3 PL in every territory with a rank of 6 (1+2+3)

4 PL in every territory with a rank of 10 (1+2+3+4)

And so on.

That determines how fast you generate power.

However, if you want to raise an areas IR, you must put PL into development of that territory. If you put 5 PL into development of a village (IR 1) it's IR will raise to 2. If you put 10 PL into development of a village (IR 1) it's IR will raise to 3, and you will gain one additional point of PL at the beginning of the next turn.



You can develop one territory heavily, or spread out your industrialization.

And if players take your cities, they can choose to burn it down to IR 0. You can also burn down your own cities during a retreat, and I will roll to see if you are successful.

Does that help?
 


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