Been busy, with @Sammi's help in learning how to wrangle some code. It seems like the Muxify that @Thenomain has linked the MSB is broken? It wasn't converting or saving properly.
So what we've got so far:
Room parents (Man was THAT a learning experience!)
BBS installed.
The first Neighborhood of the grid assembled and started on desc'ing.
Plot code, and events code, but I think we're missing a function for them to work. I'm learning, but slow.
And we've started working on the territory system and tossing around ideas.
Which is why I'm here, to look for advice on the first and roughest draft.
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Social Attributes on grid squares will range from 0-5. 0 is a rare and catastrophic situation.
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There will be a handful of ways to interact with a grid square.
+- Attack. Population+1/2 security, rounded up. So: 1-2 is +1, 3-4 is +2, and 5 is +3 - leaving some purpose to the effort of raising an SA to 5.
+- Defend. Population+Security. Uses an action. If the winner of the contested roll scores 5 or more successes, the loser takes -1 population to reflect excessive casualties.
+- Improve. Spend an action to add +1 to one stat. Cannot raise the same stat twice in a row.
+- Erode. Spend an action to wear down an SA of another grid square. This action can be detected with Investigate. Security vs Population to initiate.
+- Shift. Move one point of one attribute to another attribute. This can be done to aid in Defending. Cannot gain more than a +1.
+- Investigate. Spend an action to patrol your land or another square. Your population vs their security.
The conflict actions don't appear to have much to do with Food, Shelter, and Water. however: Those are key components to staying alive.
Food: If your population is higher than your food for more than 2 weeks, lose 1 population.
Water: If your population is higher than your food for more than 2 weeks, lose 1 population.
Caveat: If both water and food are below population, lose 1 population per week, instead of two.
A low population and security with higher water and food resources are going to attract random, npc raids as people flock to try and soak up some of the things they need to continue living.
Each trait affects the others.
Yes, people that hold territory within the same Neighborhood can aid each other. So if Bob has Pop5 and Sec5, Billy, Susy, and Jake can band up to overthrow someone they don't like. In a case where multiple people attack the same square, the defender defends against each in the order they come in. As before, critical successes impact the population of whoever loses the confrontation. So if Billy loses, and Susy scores a crit, then Bob's population is only 4, for Jake's attack.
No, it does not mean that the stats for Billy, Susy, and Jake's territories stack. They are resolved individually with the hope of wearing down the beseiged land - this is a reflection that it is far easier to dig in and defend than to move an army in a resource tight environment.
New territory can be gained by plotting and working story to explore and open more grid rooms and neighborhoods, by copping a squat on unoccupied territory, or by beating an occupied piece of territory to Population 0, and moving in. Caveat being the limited amount of actions, and unless your buddies help you, it could be reclaimed easily. (This will tie in with a Favor system (think boons from RFK, but for all spheres) and hopefully spur more rp than just number crunching.)
We've been discussing a generic 'coterie' thing for mortals, and we might call them Camps. Basically gives the same benefit for being able to band up that Coteries and Packs get. It won't make the playing field even for mortals vs supers, but it'll help with tracking who is affiliated with who.
No, we haven't gone digging through the books to account for merits yet. This is the loosest of roughest stages, but feedback for the idea is welcomed.