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The Colony - A Roleplaying Strategy Game!


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The Colony

A Roleplaying Strategy Game

Version 0.7.2 beta


The Idea:


You are one of the leaders in new colony in a medieval fantasy realm. You can control the way the colony grows by your choices. For example, you can research new technologies, build new buildings, explore the new land, attract heroes to delve into dangerous dungeons for resources, and many more! Also, roleplaying takes a huge role in this game. For example, You can walk around town, talk to your colony's citizens, who each have their own backstory and personality. They may reward you with information, magic items and other things!

Rules:

  • The most important rule - Have fun and don't ruin others.
  • Obey the Gamemaster (GM). If you however have something to say against GM, by all means do so. GM's word is final, though.
  • Anyone can join to be the leader of the colony. You can co-operate with other players, or the GM may choose who gets to decide, what happens in the turn. We can also take turns if there are many players.
  • If there is something you don't understand, by all means ask the GM.
  • When there is a roleplaying event happening with one player, please don't disturb.

The basics:

  • The first thing is to name the colony. Make it a great one!
  • The game is turn-based, but there are roleplaying segments, too. The most important aspect is assigning, what citizens will do. For example, in the start of the game, you can assign citizen to build a building, gather wood, gather stone, mine gold, explore the wilderness, research a technology etc.
  • Each citizen have different stats and attributes. These are pretty straightforward. For example, citizen with strength 3 will be more efficient miner, than a citizen with strength 2 or 1.
  • When you have assigned a job for every citizen, you can end a turn and see what happens. One round usually takes one week, and every month has exactly 4 weeks.
  • Sometimes you can make a decision in random events. Random event occurs, well, randomly.

Stats, attributes, resources, etc.:

  • HP: Hitpoints. If the citizen takes damage, he loses hitpoints. 0 hitpoints means that he cannot work, -10 hitpoints means that he is dead.
  • Happiness: Overall happiness of citizen. If the citizen is unhappy, he might skip work or even leave! You can increase happiness with specific buildings and random events. You can even go and try to cheer him up personally.
  • Traits: Citizen's traits. Every citizen has max 4 traits, depending on his personality. There are both positive and negative. In rare occasions citizen can gain a new trait.
  • Alignment: Citizen's Alignment. Good people like to do good deeds, evil people evil things, and so on. There are total of 8 alignments.
  • Food: Citizen's food rating. If this drops to negative, citizen will start to starve. Starving equals unhappiness and even death.
  • Drink: Citizen's drink rating. Same as food, but this governs water and other drinkable liquids.
  • STR/Strength: Affects mining, combat, woodcutting, building and other hard works.
  • INT/Intelligence: Affects researching, building planning and other brainy works
  • PER/Perception: Affects hunting, guarding, tracking and other stuff
  • END/Endurance: Affects about anything which requires hard, constant work.
  • CRE/Creativity: Affects crafting skills and other creative stuff.
  • Food: Every food you collect goes here. Citizens consume 1 unit of food in a week each
  • Water: Same as food, except water.
  • Alcohol: Alcoholic beverages go here. Having alcohol greatly increases happiness. Consume rate varies.
  • Wood: Used mostly on buildings. Maybe the most important resource, especially at start.
  • Stone: Used mostly on buildings.
  • Iron: Used mostly on making weapons and armor.
  • Gold: Used to make very expensive stuff, such as crafts and furniture.

There are also many skills, which can be learned by experience.


Things to do:
  • Final list of researchs
  • Final list of buildings
  • Final list of traits
  • Final list of skills
  • Better trading system
  • Hero attraction system
  • Larger map
  • Better combat system
  • Work out with balance
  • More compact system to sort citizens
  • Better weekly reports
  • Weather system

Version history:

  • 18.5.2012
    • v.0.7 beta released
  • 18.5.
    • ​v0.7.1 beta released
    • New regional map
    • Things to do added
  • 21.5
    • v0.7.2 beta released
    • Added ages and birthdays to citizens
    • Added a weather system
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Fort Salvador

Gamemasters: Vois

Active Players:

Week: 2
Month: 1
Year: 1041

Round: 2


Food: 5/10

Water: 5/10

Alcohol: 3/8

Wood: 5/10

Stone: 0/5

Iron: 3/5

Gold: 0/5


Number of citizens: 5

Number of houses: 5

Total Happiness: 27


Danger: ??? (Scout more areas to reveal true danger value)

Number of Dungeons: 0

Number of Heroes: 0


Research Progress: 0% (nothing)


Current objective: none yet.

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Citizens


Markus Flamewell (male human)

Age: 25

Birthday: 27.4

HP: 10/10

Happiness: 5/10

Traits: Hardworking (+1 resource), Childish
Alignment: Neutral Good
Food: 10/10

Drink: 10/10


STR: 2
INT: 1
PER: 1
END: 2
CRE: 1




Dargor Rellington (male human)
Age: 30
Birthday: 7.10
HP: 10/10
Happiness: 4/10
Traits: Adventurous (better at scouting)
Alignment: Chaotic Neutral
Food: 10/10
Drink: 10/10

STR: 1
INT: 1
PER: 2
END: 2
CRE: 1



Urist McStonesoup (male dwarf)
Age: 69
Birtday: 2.1
HP: 10/10
Happiness: 6/10
Traits: Hard drinker (increased alcohol consumption), generous
Alignment: Chaotic Neutral
Food: 10/10
Drink: 10/10

STR: 3
INT: 1
PER: 1
END: 1
CRE: 1



Eva Redfield (female human)
Age: 30
Birthday: 17.8
HP: 10/10
Happiness: 6/10
Traits: Hardworking (+1 resource), Fast learner
Alignment: Neutral Good
Food: 10/10
Drink: 10/10

STR: 1
INT: 1
PER: 2
END: 1
CRE: 1





Jane Welledge (female human)

Age: 20

Birthday: 3.11

HP: 10/10

Happiness: 6/10

Traits: Artistic, Shy
Alignment: Neutral Good
Food: 10/10

Drink: 10/10


STR: 1
INT: 2
PER: 1
END: 1
CRE: 2

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Round 1 (week 1 of January, 1041)


The year is 1041 and Kingdom of Vien is expanding. About 2 weeks ago you set sail with other capable leaders from Solomon's Pass, destination - A new land. You only took few resources to get started, and 5 settlers.

After few weeks you have gained a capable foothold of this new area. Now you can start the important business - expanding even more!

5 idle citizens ready to work.

You don't have any advisors.

You don't have any researchs going on.
Possible researchs at the moment include:
  • Fertilizing (20pts) (Increases food output of farms) You don't have any farms!
  • Stonemining techniques (20pts) (Increases stone output of quarries)
  • Woodcutting techniques (20pts) (Increases wood output of lumbercamps)
  • Ironmining techniques (20pts) (Increases iron output of iron mines)
  • Toolmaking techniques (20pts) (Increases tool output of tool workshops) You don't have any tool workshops!
  • Basic construction (10pts) (Adds new blueprints for basic constructions)
  • Intermediate construction (60pts) (Adds new blueprints for intermediate constructions) Needs Basic Construction!
  • Advanced construction (200pts) (Adds new blueprints for advanced constructions) Needs Intermediate Construction!
You don't have any constructions going on.
Possible constructions at the moment include:
  • House (2 wood, 3pts) (houses citizens) You have 5.
  • Farm (4 wood, 3pts) (Enables you to assign farmers)
  • Town hall (5 wood, 5pts) (Enables new diplomatic options)
  • Laboratory (5 wood, 2 stone, 5pts (Boosts research)
  • Palisade wall (3 wood, 2pts) (Increases colony's protection)
  • Port (2 wood, 5 stone, 5pts) (Increases trade etc.)
  • Outpost (2 wood, 3pts) (Increases colony's protection)
  • Lumbercamp (4 wood, 5pts) (Enables you to assign woodcutters) You have 1.
  • Quarry (4 wood, 5pts) (Enables you to assign miners) You have 1.
  • Ironmine (5 wood, 6pts) (Enables you to assign miners) You have 1.
  • Brewery (4 wood, 1 stone, 4pts) (Enables you to assign brewers)
  • Tavern (4 wood, 4stone, 5pts) (Increases happiness, attracts heroes)
  • Market (2 wood, 2pts) (Enables you to trade) You have 1.
  • Blacksmith (3 wood, 4 stone, 4pts) (Enables you to assign blacksmith)
  • Apothecary (2 wood, 2 stone, herbs, 5pts (Enables you to assign doctor)
  • Hunter's hut (2 wood, 2pts) (Enables you to assign hunters)
  • Extra food storage (3 wood, 2pts) (Increases food storage by 5)
  • Extra water storage (3wood, 2pts) (Increases water storage by 5)
  • Extra wood storage (3 wood, 2pts) (Increases wood storage by 5)
  • Extra stone storage (3 wood, 2pts) (Increases stone storage by 5)
  • Extra alcohol storage (3 wood, 2pts) (Increases alcohol storage by 2)
To unlock more buildings, you need to research the blueprints. Blueprints can also be traded.

You don't have any trade deals at the moment.
Deals offered to you:
  • 2 food for 2 wood
  • 2 food for 2 stone
  • 1 alcohol for 2 stone
  • 1 alcohol for 3 wood
Deals change weekly.

____________________________________________________

You are sitting in you brand new, makeshift town hall. Sure, it's not very pretty, but it's a start. Suddenly, Markus Flamewell bursts into your office. "Hey, there's a ship at port! It's from King Harlos. The captain said that they need to speak with you", he says.

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The thing is, you cannot assign men to mine gold, because you haven't found any at the mountain in H5. Instead you have found large source of iron, so you have already built an iron mine over there. So, do you want to assign the men to mine iron instead?

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But they don't get any iron, if they don't mine the iron veins in the mines. The mountains have been prospected by prospector, and there is a very little chance of there being gold. Are you still absolutely sure, that you go there and try to find gold?

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Weekly report


Day 1

  • Markus and Dargor left to the mine
  • Urist, Eva and Jane began to prepare for party
  • Urist brings you a sealed letter from the captain.

Day 2

  • Markus and Dargor started to mine ore
  • Urist, Eva and Jane had a party. It went great.

Day 3

  • Urist, Eva and Jane cleaned the makeshift town hall after the party.

Day 4

  • Nothing to report.

Day 5

  • Markus and Dargor returned to Fort Salvador.

Day 6

  • Nothing to report.

Day 7

  • Markus and Dargor returned to Fort Salvador.

Skill gains

  • Markus +10 exp towards Mining
  • Dargo +10 exp towards Mining

Resource change

  • +3 iron
  • -2 alcohol
  • -5 food
  • -5 water

Other

  • Dargor -1 Happiness
  • Urist +1 Happiness
  • Eva +1 Happiness
  • Jane +1 Happiness


End of round 1

Round 2 (week 2 of January, 1041)




"Last week was rather refreshing. I'm looking forward for next one!" -Urist

5 idle citizens ready to work.

1 citizen wants an audience.

You don't have any advisors.
You don't have any researchs going on.
Possible researchs at the moment include:

  • Fertilizing (20pts) (Increases food output of farms) You don't have any farms!
  • Stonemining techniques (20pts) (Increases stone output of quarries)
  • Woodcutting techniques (20pts) (Increases wood output of lumbercamps)
  • Ironmining techniques (20pts) (Increases iron output of iron mines)
  • Toolmaking techniques (20pts) (Increases tool output of tool workshops) You don't have any tool workshops!
  • Basic construction (10pts) (Adds new blueprints for basic constructions)
  • Intermediate construction (60pts) (Adds new blueprints for intermediate constructions) Needs Basic Construction!
  • Advanced construction (200pts) (Adds new blueprints for advanced constructions) Needs Intermediate Construction!
You don't have any constructions going on.
Possible constructions at the moment include:
  • House (2 wood, 3pts) (houses citizens) You have 5.
  • Farm (4 wood, 3pts) (Enables you to assign farmers)
  • Town hall (5 wood, 5pts) (Enables new diplomatic options)
  • Laboratory (5 wood, 2 stone, 5pts (Boosts research)
  • Palisade wall (3 wood, 2pts) (Increases colony's protection)
  • Port (2 wood, 5 stone, 5pts) (Increases trade etc.)
  • Outpost (2 wood, 3pts) (Increases colony's protection)
  • Lumbercamp (4 wood, 5pts) (Enables you to assign woodcutters) You have 1.
  • Quarry (4 wood, 5pts) (Enables you to assign miners) You have 1.
  • Ironmine (5 wood, 6pts) (Enables you to assign miners) You have 1.
  • Brewery (4 wood, 1 stone, 4pts) (Enables you to assign brewers)
  • Tavern (4 wood, 4stone, 5pts) (Increases happiness, attracts heroes)
  • Market (2 wood, 2pts) (Enables you to trade) You have 1.
  • Blacksmith (3 wood, 4 stone, 4pts) (Enables you to assign blacksmith)
  • Apothecary (2 wood, 2 stone, herbs, 5pts (Enables you to assign doctor)
  • Hunter's hut (2 wood, 2pts) (Enables you to assign hunters)
  • Extra food storage (3 wood, 2pts) (Increases food storage by 5)
  • Extra water storage (3wood, 2pts) (Increases water storage by 5)
  • Extra wood storage (3 wood, 2pts) (Increases wood storage by 5)
  • Extra stone storage (3 wood, 2pts) (Increases stone storage by 5)
  • Extra alcohol storage (3 wood, 2pts) (Increases alcohol storage by 2)
To unlock more buildings, you need to research the blueprints. Blueprints can also be traded.

You don't have any trade deals at the moment.
Deals offered to you:
  • 2 food for 3 wood
  • 1 food for 2 stone
  • 1 alcohol for 2 stone
  • 1 alcohol for 2 wood
Deals change weekly.

____________________________________________________


You still have that letter in your desk, but you have been too busy to open it, or you have just forgotten about it.
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