+------------------------------------------------------------------------------+ | t'Nyc PBM Game 1 November 1988 | | Rules version 0.1.11 Game Start 1 | +------------------------------------------------------------------------------+ The T'Nyc Times Volume 5 Number 7 +------------------------------------------------------------------------------+ | Playerships Orders Entities Highest Places Artifacts | +------------------------------------------------------------------------------+ Stephen Tihor > TIHOR@ACF1.NYU.EDU > cmcl2!acf1.nyu.edu!tihor 251 Mercer Street TIHOR@NYU-ACF7.ARPA cmcl2!acf[0-9].nyu.edu!tihor NY NY 10012 > TIHOR@NYUACF.BITNET cmcl2!tihor +1 212 998 3052 TIHOR@NYUACF7.BITNET +------------------------------------------------------------------------------+ |Next Turn Due: 15 November 1988 | +------------------------------------------------------------------------------+ COA's David Kelman 404 Jones Ferry Rd., Apt C-12 Carrboro, NC 27510 V363HKM@UNC Proposal: Mike Rocamore proposes that we stop running PBM I entirely on the grounds that it takes up too much of his time and energy and thus prevents him from making suggestions and discussion towards a better PBM II. He suggestst that we continue to produce newsletters every week or two to permit some general discusiion and identify such important issues as which parts of PBM II are needed before we can start play. As a suggestion he proposed Army Combat, Basic Production, Province Loyalty & Conquests, Unit creation and merge commands. VOTE: 10 VOTEs to end the game carrys. Indicate you opinions on this discussion topic anyway. Combat falls into four categories: Heroic (or Personal) Combat (Small Units and Monsters) Army Combat (large units) Magical Duels Assasination Production includes: Basic Taxation Basic Economic Model (automatic trade, migration, and loyalty) Basic Commodity Creation Basic Buying and Selling Advanced Commodity Creation Production Investments Trading, Repute, Factors, and Letters of Credit Advanced Taxation Bulk Commodities (includes Grain Ships, Large Cities, Large Armies) Seiges (part II) Loyalty includes: Personal Loyalty Structural Loyalty (Regime) Titles and Heirarchic Realms Designated Heirs Player Operated Pseudo-playerships (Cooperatives, Guilds, Oligarchies) NPC Operated Pseudo-playerships (Cooperatives, Guilds, Oligarchies) Rulership Alternate Government Types (Elective Rule, Lottery Rule) Legitimacy Social Status QUESTION: "Mike Rocomora suggests that people give thier impressions of the game, what went through their minds at various stages of playing." Topic 1a: Army Combat round 1 The existing army combat damage equation is: Damage = cfTOTenemy/(2*(cfTOTenemy+2*cfTOTyou) ) * (100+Superiorities.enemy - Superiorities.you)/100) * (1+LUCK_FACTOR*((Luck.enemy-Luck.you)**(LUCK_SPREAD+TacMatResult)/100) * (1+TACTICS_FACTOR*(Tactics.enemy-Tactics.you)/100) MenLost = Damage * ( DF_ARMOR / (DF_ARMOR + UnitArmor) ) Morale loss = MenLost; Overrun level = 5:1 morale effect * gross.cf.ratio Surrended level = 10:1 TacMatResult == 0, not yet implemented To get credit for a superiority you must have at least 2:1 oods in that combat factor and those CFs must be at least the listed % of the enemies total combat value Superiorities Type Value Minimum for effect CAV 5 10% cf min MAGIC 5 10% cf min */ #define SUP_CAVALRY_MIN 10 #define SUP_CAVALRY_EFF 5 #define SUP_MAGIC_MIN 10 #define SUP_MAGIC_EFF 5 #define TACTICS_FACTOR 5 #define LUCK_FACTOR 30 #define LUCK_SPREAD 1 #define DF_ARMORN 12 #define DF_ARMORD 6 #define FALLBACK_LOSSES 0.30 Modifications for PBM II already slated: Honor Combat sup (General's Melee or Cavalry CF) Separate AirCAv from Cav and analys separately. Tenatively AirCav is *3 CF versus Cav when computing sups.