- Each player who has the Asset Benefice gets their asset transformed into the capital of their own province (note that if you buy a small asset, your Province may not be very impressive).
- The capital Asset has three basic stats: Piety, Trade, Court. The first three represent the influence of each faction (Church, Guilds and Nobles, in that order).
- All Assets (including the Province's capital) also have Attack and Defence scores. These can be upgraded by buying add-ons to each asset - for example, a guard wall would provide a defence bonus to the Asset.
- The Piety, Trade and Court stats represent each faction's influence in the area generally. They also have a direct value in that each has a special rule. For example, Trade generates additional income, while Piety can be used when losing battles to keep up morale and Court can provide law enforcement against illegal contracts signed in their area. (These special rules may change when I think of something better). Other characters can attack these stats, allowing them to move them up or down if they win.
- The asset's controller is in charge for as long as they keep their faction's stat higher than the others; if the other faction stats are risen higher than the controller's stat, the other faction has more influence, they may barter it in game or simply attempt a coup.
- Players can also use actions to attack others' non-capital Assets. If they win, they bring the Asset into their Province and gain its effects.
- As well as buying troops, technology and structures to add to their Assets, there are a number of NPC Muster merc and unaligned pirate groups hanging round. Merc contracts are open for bidding every downtime, with the highest bidder gaining the mercs for that period (or one action, I haven't decided yet).
Sunday, 26 July 2009
Downtime Thoughts Part 2: Nailing the Basics
Here are my basic thoughts for a downtime conflict system.