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<blockquote data-quote="Azure Trance" data-source="post: 458044" data-attributes="member: 372"><p>Coincidentally, I wonder how games such as the Rokugan Industrial Revolution game operates at all. That would be an extremely indepth way to use as rules for the game, but I haven't a clue on how they figure mass combat (500 peasant levys vs 125 veteran spearmen) or characters (Does it make a difference if he's a 10th level fighter/5th level Wizard instead of 15th level fighter except for story terms?).</p><p></p><p>I would personally love something like Birthright. A domain with provinces you can upgrade. Due to a trade surplus, you have extra gold this season and decide to build a palace in your capital province - boom, bonus to diplomacy. Or border forts in a new region - perhaps a lesser chance for monsters and bandits?</p><p></p><p>If anyone here has played Medieval - Total War they have an interesting system of dividing all of Europe and part of Russia into historical provinces, each of which has (or might not have) a commodity or tradable resource, in addition to varying tax base and the fact that the land can be given to a general as reward.</p><p></p><p>A large problem, for me at least, would probably be the map itself. Without a graphical map an abstract system would have to take it's place (generic forests beyond the border; 12 star systems in the next sector).</p></blockquote><p></p>
[QUOTE="Azure Trance, post: 458044, member: 372"] Coincidentally, I wonder how games such as the Rokugan Industrial Revolution game operates at all. That would be an extremely indepth way to use as rules for the game, but I haven't a clue on how they figure mass combat (500 peasant levys vs 125 veteran spearmen) or characters (Does it make a difference if he's a 10th level fighter/5th level Wizard instead of 15th level fighter except for story terms?). I would personally love something like Birthright. A domain with provinces you can upgrade. Due to a trade surplus, you have extra gold this season and decide to build a palace in your capital province - boom, bonus to diplomacy. Or border forts in a new region - perhaps a lesser chance for monsters and bandits? If anyone here has played Medieval - Total War they have an interesting system of dividing all of Europe and part of Russia into historical provinces, each of which has (or might not have) a commodity or tradable resource, in addition to varying tax base and the fact that the land can be given to a general as reward. A large problem, for me at least, would probably be the map itself. Without a graphical map an abstract system would have to take it's place (generic forests beyond the border; 12 star systems in the next sector). [/QUOTE]
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