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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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JuhaVesanto
juuso

Thu

Sep 16
2004

21:37

[Cel] Expansion

Jefferson wrote:
> I don't like the idea of a organization expanding without the use of an
> action. First it seems against one of the core concepts of the game,
> which is the need to use actions to achieve a significant benefit.

Well, that is true. Also, it means more bookkeeping.

> How about we say that a growth action gives a growth percentage for the
> organization to work with. They can take it all at once or divide it
> across several turns. By dividing it across several turns the
> organization will get more growth _overall_ at the risk of outside
> interferance.

In principle, that is possible (a 100% growth divided in 20% chunks
over 5 years 20%,20%,20%,20%,20% gives actual growth of approx 150%).
The plus side is that the growth is divided across several years,
which is realistic. The down side is that is sounds a bit complicated
and requires bookkeeping. I don't really thing the increase in
overall growth is big enough to be a motivator - at least not for me.

> Based on some of the other things you said, I would suggest doubling the
> growth figures I gave in my last post. Thus:
> 
> Scope       Population   Base Growth
> Vast        >500M        0.5%

...
Well, assuming the the growth is not automatic, I'd say yes.

> We also need to decide what happens when the growth action gives a
> negative result. Obviously the negative can't be spread across several
> years. I would say that Base Growth should be applied repeatedly for
> each negative instead of all at once. Thus, a group of 1,000 gets a -3
> to a growth action. They don't lose 120% membership, they only lose
> (.6*.6*.6 = 0.216) 78.4% of their members, bringing them down to 216

That is sensible. Hmmm... I wonder if that would actually be a
better way to handle the positive side, too.

  1 The society makes an expansion action (conversion), which
    is resolved as

      result = Roll + Expansion mod + Conversion mod - Suppression

  2 Based on the initial size of the society, the base growth
    percentage is derived.

  3 Growth%   = (1+base)^result   (if result > 0)
    Decrease% = (1-base)^|result| (if result < 0)

    If desired, the growth can be extended over at most 'result'
    years (making for more manageable growth).

Note that done like this, there would really be no difference
in the final increase in population. Opinions?

> If these recommendations are adopted, all that's left is for you to
> assign the growth that Exquaestio has left after 10% growth in 1446.

The result for year 1445 action was +6. I'm not sure what your
population was then. Anyway, it was between 2000-20000, so the
base growth would be 20%. Using the rules above, the final population
from the action would be (1+20%)^6 = 300% (a 200% increase). You have 
specified a growth of 10% from the 2 last years, so you'd have 180%
still left. Or did you make the 100% growth immediately in 1445,
as specified in the action results. In that case, you'd have 80% left.

juuso
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