The Lost World
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#Lost_World
"It came on with suddenness, a slight feeling of euphoria. Bold men who spent a life at sea were rendered green and took to vomit. Ahead of us was a veil, barely perceivable by the naked eye. When catching the right light, it was like a rainbow, yet easy to dismiss as a trick of the eye... as if one stared into a thin pane of fine glass. Beyond was our birthright, our glory, our horror. Beyond was the Lost World." ~ Bartolomé de las Casas
IRC Chat is here.
#Lost_World
"It came on with suddenness, a slight feeling of euphoria. Bold men who spent a life at sea were rendered green and took to vomit. Ahead of us was a veil, barely perceivable by the naked eye. When catching the right light, it was like a rainbow, yet easy to dismiss as a trick of the eye... as if one stared into a thin pane of fine glass. Beyond was our birthright, our glory, our horror. Beyond was the Lost World." ~ Bartolomé de las Casas
The Age of Exploration
Welcome to the Lost World
The Calm After the Storm
A Fear Greater Than Chains
Discovery in the Marshlands
The Perilous Reef of Belle Luesia
Terror of the Deep
For King and Country
Welcome to the Lost World
The Calm After the Storm
A Fear Greater Than Chains
Discovery in the Marshlands
The Perilous Reef of Belle Luesia
Terror of the Deep
For King and Country
Late in the fifteenth century, colonization efforts of the america's commenced. Lured by wealth, the European's stretched their power across the ocean and founded new lands. The arduous task was daunting and not for the faint hearted. Rumours swirled as ships began to disappear off the Bermuda Isle never to be seen again, save one. A ship was discovered that had disappeared five years earlier. Though the crew was half mad, they held a wealth of riches and told unbelievable tales of a window into a new world, and the terrible beasts that lurked within.
Hungry for all the wealth the new world had to offer, Spain discovered the portal, dubbed Devil's Triangle, and mapped the course through. A rim of islands, bordering a small continent was discovered, and the race was on to settle and colonize. Close behind the Spanish was the French and the English. Founding colonies of their own and shipping treasures back to their homeland.
The colonists and explorers discovered many odd beasts on their new found Isles, some of which are dangerous, but so far none that match the tales of the earlier explorers. Tribes of indigenous humans have been discovered and enslaved to meet the growing demand for labour as the colonies expand.
Tales of the vast wealth to be had here spreads through the colonies of the America's and many make for the triangle to find their fame and fortune. In the summer of 1601, the latest wave of explorers are welcomed by a harrowing storm, that scatters ships and takes lives. As the sky and waters calm, these brave new arrivals take stock of the damage reaped and look to the horizon to begin their new lives in this Lost World.
How To Play
Players begin the game with a single ship and a skeleton crew, in a random spot in the south-east. Each unit you own has a speed attributed to it, which tells how many tiles they may move per turn. Once you begin to form fleets and armies, your fleet or army will only move as fast as the slowest unit. At the outset of each turn, each player is allowed to move any or all of their units as much as their unit's speed will allow.
Players may also purchase units, build settlements and upgrades, adjust tax rates and captain's share at will, or as much as their purse will allow.
Actions
Each turn, players have up to two actions to advance their standing in the Lost World. Actions must take place according to where your units are, or your settlements built. If you want to burn down a forest to increase lumber demand at a certain port, then you will need a unit on the coastline.
Actions can be anything mundane from buying and selling in ports, training your character in a certain trait, to more grander objectives that fit with your goals in the Lost World. I encourage all players to be creative when coming up with your actions. I would like to give you guys a free reign when it comes to your actions, and limit you only by your imagination, but nothing too crazy.
Attacking a target takes up an action, but may be carried out with any number of units you have nearby. I should note that over time you will get numerous units on the map. Keep in mind you only have two actions, but idle units will be put into a sort of guard mode, and will attack any hostiles that draw near unless you state otherwise.
Players PM there actions to me. I ask you to keep your actions brief, but include any details you wish me to mention in the update. Include any changes you wish to make to your tax or captain's share, as well as any move orders for your units. Movement orders, adjusting tax rates and shares do not take up an action.
Moving Your Units
The map of the Lost World is divided into a hex grid. If you aren't specific with your move order, then mistakes can be made - and even if you are, mistakes can still be made. On top of that, your moves can be altered to fit events or hazards. Once I post the move orders, they are final. Any mistakes I make are chalked up to a fell wind, as editing the map and reposting is too much effort.
Try and be specific to ensure your move is the one you want. State the direction, and how many tiles you wish to move. ie. NE 2, N 1, E1...
If you are exploring, you may not be concerned with a specific route, and can be more general. ie. explore to the West...
Example
Above we have a player's ship, alone in a large expanse of the sea. Upon arriving to the Lost World, some things have already been discovered and mapped, but much more remains hidden. The players have a field of vision that surrounds their vessel. Where the player lands, they also uncover what lays in all surrounding tiles. Here, the player can see a reef to the south, which is of little consequence as long as we don't land on it, as it will slow our ship down. To the north-west is a kelp forest, represented by those squiggly lines. A breeding ground for fish, and an opportunity to fill your ship and sell your stock back at port. But we aren't interested in that. Let's keep exploring...
Standard speed for ships is 4 tiles, so let's sail on, and submit an order...
Sail North-West 4 tiles.
Land ho! Our movement was halted by one tile, as land was discovered. Not only that, but we have a shipwreck near by we can plunder for riches. Seems like we will be busy this turn ahead, and maybe we can catch some fish on our way back to port after we explore this mysterious island.
Resource Gathering and Trade
Players may spend actions on gathering a resource. Fish, lumber, stone and more will be found on the map and available for players to harvest and sell at various ports. Resources gathered at sea only take up one action, whereas land resources take two - one to build a camp, and another to harvest. To exploit a resource, you must have a unit either on or adjacent to the tile that contains it.
Resources are measured in shipments. One ship is limited to one shipment, whereas two ships allow for two and so on. Settling a colony delegates all bordering resources to settlers and becomes a part of that colony's economy, no longer available for harvest.
Goods and resources, either harvested, purchased or scavenged, can be sold in ports across the Lost World. A breakdown of goods and their price can be found in the post below. Players should keep an eye on what is in demand and surplus in ports, as goods in demand will be bought at double the cost, and those in surplus will be sold at half the cost. Otherwise, goods will be sold at regular cost, with an added bonus depending on your diplomatic skill.
Settling your Colony
In the beginning of the game, players lack the resources to establish their own colony. However, they may send some sailors to build a camp, in order to harvest resources and/or stake a claim for a future colony. Over time, settlers will be drawn to your camp, and you may find it a reliable port to stop and replenish sailors to your fleet as you make your way throughout the world. Once you have amassed enough wealth, you can return and begin construction of a bona fide settlement, upgrading it over the generations to a flourishing colony and nation.
Stats
This is my first game with a greater focus on stats. There are numerous things you will have to keep your eye on, especially once you establish a settlement. Some things you can change on the fly in order to sway the opinion of your crew and colonists, and maximise your profits.
Character Stats
Your character will have attributes that will apply a minor bonus to a specific area. To ensure your character is better suited to your play style, you can apply a large or small bonus to a stat at the cost of another. Small bonus applies 3 and a large applies 5.
Rank
Here is how the Lost World views your character and dynasty. Superpowers may bestow you with an honourary rank, anything from a captain, commodore or even an admiral or governor. Do a really good job for them, and you may even be named Viceroy, or that nation's equivalent. Of course you could always branch out on your own and form your own nation.
Diplomacy
This stat gives your character a minor boost (or detriment) to trade routes you establish across the Lost World. Depending on your skill, you are able to persuade a better price for goods sold.
Administration
This measures your ability to manage your workforce and populace. A good administrator is able to squeeze out more tax income out of their citizenry. Those with bonuses to administration are able to minimize mutinies and rebellions and can typically get away with a bigger share of loot.
Tactics
Tactics is the ability to effectively command your units in combat. Your tactical stat reflects the bonus applied to your unit's overall attack strength.
Colony Stats
You will find that colonies will become the backbone of your economic might, and provide you with a steady income to fund greater expansion in the Lost World. To ensure a prosperous colony, closely monitor the following stats.
Population
Population is the measure of the size of your colony and determines your tax income. Actions focused on improving your colony will attract more settlers.
Tax Rate
A figure you can change as you like. To keep things simple, each colonist is able to produce a maximum of one gold piece, so 100 colonists, taxed at 100% pay you 100 gold. Tax rate has a direct correlation with population loyalty. Tax too high and the greater the chance of revolt.
Tax Income
Your total earnings per turn from taxes.
Population Loyalty
The percentage of your population willing to take up arms against your rule. The higher the number, the greater chance a rebel action against you will occur, as well as the severity of the action.
Defence Level
Represents the level of fortification of your settlement. As far as game mechanics, this number represents the number of dice thrown in your favour against any aggressive action taken against your colony.
Garrison
The number of troops protecting your settlement. This is based of a percentage of your population. If another player seeks to attempt a conquest of your colony, they will need at least this many troops in order to sack your settlement.
Number of Trade Routes
The number of trade routes employed by your colony. In order to first set up a trade route, you will need a free ship.
Trade Income
Each trade route is valued at the price of your export, minus your import and multiplied by the number of trade routes, with an extra percentage based on your diplomacy skill.
Factories
The number of factories in the settlement. Factories is a broad term that can also be mines, farms, etc. Factories increase production and double the value of your chief export.
Cost of Factory
The factory cost is based on the current good being produced to surplus. A Factory for a high value good will cost more then one for a cheaper good.
Import
Shows the current good demanded by the settlement's market. The good listed here will earn double the price.
Export
The good currently in surplus with the settlement's producers. Goods listed here can be bought for half the price.
Expenses
Events and factors that harm your settlement's economy will be listed here.
Treasury
Your total amassed wealth, factoring your income, expenses and the number of in-game turns.
Combat Stats
Combat is typically decided by chance via the throw of a die. However, you can eliminate chance by overwhelming your opponent through attack strength with tactical skill, fire power, and a better equipped fleet or army. Closely monitor your unit's attack strength versus overall hit points, and that of your enemies'. If you can exact more damage to the point they lose ships or units, you will win the battle.
Total Attack
The amassed attack strength of your fleet or army. For fleets, this is tallied by your total cannons, and total sailors within your fleet, as well as modifiers from your tactical skill and upgrades. This figure is then subtracted from your enemies hit points, determining their casualties. Inflict enough damage that their units lost are greater then your own, and you win the battle.
Total Hit Points
The total number of hit points of your fleet or army. This figure is subtracted with your enemies total attack upon a battle action, determining how many units you lost. When calculating your units lost, your weakest unit, the one with least hit points, is taken away first, leading up to the strongest.
Hit Points may be replenished by making port at a colony, or anchoring off shore and spending an action to make repairs.
Upgrades
Certain upgrades can be purchased at port to strengthen your overall attack strength, such as chain-shot and explosive barrels. Making use of such weaponry can even the odds against a superior tactician and be the difference between life and death. Purchasing upgrades does not take up an action, but you must be anchored at port to make the purchase.
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