Ars Magica/FFT heartbreaker - time-management is fun

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DrPraetor
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Ars Magica/FFT heartbreaker - time-management is fun

Post by DrPraetor »

Odd question - I'm a respectable programmer, but obviously I don't want to write a game-engine from scratch. I'm looking for something that works rather like master of orion or dominions - you have strategic turns where you give all your units orders, and then the orders all resolve simultaneously. Is there a free (as in speech) game that would be easy more tractable to modify for this than trying to write such a game from scratch?

So, some rambling musings about Ars Magica as an academic. Wizards in Ars Magica have a big time-management minigame, where they try to set aside seasons for study but keep getting dragged into adventures, or having to teach or do committee work. This has a lot of historical verisimilitude, as late medieval scholars were always trying to set aside more time for scholarship; this continues with teaching loads on academic faculty today. I'm heavily overextended this weekend, myself :).

The upshot of this is that (in Ars Magica) you distribute members of your covenant to various missions and then play them out. As individual players, this means if you bring your companion instead of your mage on some particular adventure your mage gets to stay home and read or do experiments or whatever, basically. Like many things in Ars Magica, it's a good idea but falls apart in the execution.

Necromunda has a similar conceit, where members of your gang have to be assigned to various missions; so if you want to buy a plasma pistol someone has to go on the black market and try to get one. This works better in a single player game.

So, I want to play a game where you play as a covenant of mages and their flunkies. You have strategic turns which are basically a worker-management minigame - ideally, workers assigned to missions (some of which spawn a tactical combat ala Final Fantasy Tactics) also engage in some home-base or deployment-specific professional development activity.

So on a typical turn, you might assign your rune-master and your amazon to the black market - this involves a fight, because you are ambushed by thieves, but then you can trade for random items; your pyromancer and your lapidary go knock over a chaos node, which involves a fight but then you get more mana income; your astrologer stays home to improve the library and your alchemist makes bugbears out of pumpkins. On the same turn, the rune-master and amazon can take classes in the city, the pyromancer and lapidary can contemplate chaos, and the astrologer and the alchemist can study the stars or read books. So each worker gets two sources of XP each turn, basically, with varying degrees of flexibility (adventure/combat XP being the most flexible?)

I'm thinking that the strategic turns need some kind of escalation mechanic, where fights get harder and eventually start causing you penalties if you don't confront them. Some of your wizards can have diplomatic skills which enable missions to delay or defuse combat situations, and this should be a desirable mechanic when you have access to it.

If you could set this up multiplayer, you'd have an "explore the netherworld" mission that schedules arena combats with whoever else happens to be logged on at the same time (this was originally a concept I had for a Feng Shui video game.)
Chaosium rules are made of unicorn pubic hair and cancer. --AncientH
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek
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DrPraetor
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Post by DrPraetor »

For gimmicky reasons, unrelated to the practical questions, the setting has:
[*] A pantheon of not-Olympians, who have a priestly caste and a not-Platonic/not-Buddhist theology. The not-Olympians definitely exist are are ascended humans, even if they claim descent from not-titans. The general society is meant to have both an early-modern feel (primitive firearms, sophisticated ships, but only the sorcerers get steampunk stuff), and an alternate Indo-European feel.
The not-Olympians have bound natural forces but are primarily deities of the human sphere - of professions, especially governance and agriculture.

[*] A pantheon of not-Titans, who have sorcerers (which you play). The society requires marginal tolerance of sorcerers, so you can have cordial relations with society but the risk of mobs with torches is always present.
In addition to Titans and Gigantes, influences are Vanir, Asuras and Rakshasas, as well as HP Lovecraft's elder gods. The various nature spirits and elves and faeries are ruled by the not-Olympians but almost always loyal to the not-Titans.
So the player characters are generally sorcerers because they are half-elves or whatever.

On the strategic map, missions will pop up with military, diplomatic, or both, resolution options with both humans and with various flavors of titan spawn. So you can sometimes attune a node by protecting the inhabitants from the humans instead of by kicking the door down and murderhoboing their leaders.

Sorcerers, like the PCs, are also-sorta untouchables because they practice professions which are patronized by not-Titans rather than by not-Olympians, all of which involve magic. Blacksmiths and weavers (among others) have magic as well, but they're on team Law and their magic gets to be religion - they don't get to make magical flunkies, but when you fight not-Olympian priests they will show up with mortal knights wearing magical stuff. Most not-Olympian priestly magic is agricultural or related to animal husbandry.

To be worth mentioning as a sorcerer, you must:
[*] Have a unit of flunkies to do your bidding, that you make with magic.
[*] Be able to make other cool magic stuff.
[*] Either carry around your cool magic stuff or straight-up cast spells in the tactical combat minigame.

Barber-Butcher-Tanner - the not-Olympian of healing patronizes apothecaries, and another patronizes wool, leaving anything that involves the cutting of people and animals to this flavor of sorcerer. They do fleshcraft and also necromancy, and some do Japanese-style animated-hair magic (which is on-brand for a sexy vampire.) Thus, flunkies can include animated leather, teratoma which are homonculi with a lot more hair and teeth than they aught to have, as well as the usual zombies and skeletons.
They're not supposed to do more advanced forms of leatherwork, but only to supply the raw material.

All of the ones below on this list need a similarly evocative writeup...

Brasier-Bronzefounder-Plumber-Redsmith - that is, brass- lead- tin- and bronze-smiths (and pure zinc, if you care). The not-Olympians prefer gold and iron. They make metal flunkies.

Distiller-Brewer-Vintner - alcohol is intrinsically sinful, but people drink a lot anyway. They make their flunkies out of vegetable matter that they carve into heads, and they have various animated plant matter as minions (scarecrows, basically.) Gets general purposes alchemy, including various magic draughts.

Lapidaries - gold is the province of the Cthonic not-Olympian, while gemstones are the province of the Cthonic not-Titan instead.

http://www.svincent.com/MagicJar/Econom ... tions.html has a cool list.
Stone and silk seem like good materials to be associated with not-Titans. Chandler-Soapmakers, because rendering fat out of things is a good schtick for witches?

I'd like at least seven guilds of Sorcerers, and they shouldn't be too similar to one another.
Chaosium rules are made of unicorn pubic hair and cancer. --AncientH
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek
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OgreBattle
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Post by OgreBattle »

So do you only get one strategic turn or a set amount before events happen
Orca
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Post by Orca »

If you're asking for suggestions to help with those writeups, here's one.
Gemstones store magic and so life. Of course gemstones are pretty small, there's nothing quite like Naica's Crystal Cave for corundum and non-gem crystals are inefficient at storing magic, so Lapidaries have developed techniques for controlling other creatures with their spidery gem-eyed creations. The best steampunk prosthetics are gem-powered too but the bulk is made by other sorcerers. They also produce salt and some dyes which keeps them onside with more than sorcerers. Selling raw gemstones to lapidaries can be pretty profitable and smugglers deal with them frequently.
Last edited by Orca on Sun Sep 29, 2019 1:00 pm, edited 3 times in total.
Username17
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Post by Username17 »

In Necromunda specifically there was a battle phase and then a downtime phase. You assigned your gang members to work territories or perform black market actions after the battles, and characters who were more than a certain amount injured in the battle could not perform either.

If you're splitting down to be more Dwarf Fortressy, you probably need more dudes and also too you assign your dudes first and have multiple battle phases after. Sounds like some of the things you're having people do are compatible with showing up in a battle and some not - but I could easily see a different setup where all of your dudes were assigned to one of the battles and your various scullery maids and potash makers just cowered in the corner while your fire mages and berserkers did the heavy lifting in whichever bug hunt happened to be on.

-Username17
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