Country Hopper

Table of Contents

1 Introduction

A game like The sims, warcraft, age of empires where you controls a small group of people, initially between 5 and 15 and your task is to make your society the best one to live in.

2 Mechanics

A multiplayer game with 2 - 8 players that select how the citizens will spent their time. Each cycle will be a season and the end of the cycle the citizens will update their attributes and produce goods and eventually have children.

3 Citizen Definitions

3.1 Citizen Attributes

  • Hard Attributes
    • Age
    • Size
    • Strength
      • Actual
      • Max
    • Fertility
      • Actual
      • Max
    • Gender
  • Soft Attributes
    • Intelligence
    • Aggressiveness
    • Morale
  • Transient Attributes
    • Pregnant
    • Sick
    • Injured
  • Calculated Attributes
    • Skill (by activity)
    • Productivity
    • Reproduction Rate: calculated with resources surplus + intelligence + fertility
    • Resources consumption: calculated with all inherited attributes

3.2 Citizen Actions

  • Goods
    • Produce
  • Tools
    • Build
    • Repair
  • Military training

3.3 Citizen Age Progression

3.3.1 Display

The citizens can have child and the children stay in the cradle until they turn 6, then they become messengers that flow freely through other players societies and bring information about them. After twelve they can start working and serve military.

3.3.2 Attributes

0 - 6: stay in cradle. This period will defines intelligence and max strength. The parents values will play a role setting the ceiling value for this attributes. 6 - 12: work as messenger, bring information about the other players citizens like cuts in resources or increase in work hours. 12 - 20: can serve military training and work. The skills will increase with the labor. The ceiling in the skills will be defined by the intelligence. Actual strength will increase with the age until it reaches the max value at 20. 12 - 50: can serve military training and work. The skills will increase with the labor. The ceiling in the skills will be defined by the intelligence. 50 - death: actual strength and skills decay

3.4 Citizen Relationships

Couples could get attached to each other as a family. In this case the transfer offers should be made to all the members of the family. Children under 12 y.o. will be with their parents.

4 Player actions

The main role of the player will be set the resources given to each citizen and to offer citizenship to citizens of other societies.

The citizen decision will be made based the resources offer and the workload demanded.

The player will be able to say how the citizen will spend their energy and time. The more a citizen do something the better it gets. The smarter he is, the faster it learns a new skill. Tools may improve the productivity too.

5 Goods (resources)

The basic goods in a MVP would be:

  • Raw materials and food (as a single resource readily available to all citizens)
  • Shoes improve productivity
  • Clothes improve morale and relationships between members of other societies
  • Tools

6 Tools (resources and goods)

For each production goods we should have a tooling to elevate production levels. May not be available in a MVP version.

7 Planning the season

During the game you select what every citizen will do. It will be limited by the resources available. You can negotiate trading good with other players the expected results of the current season.

Some events may cause the season result to be different from the expected and the deals may be broken. Maybe your commercial partner break the deal and the next season may be a disaster.

7.1 Citizen attributes

7.1.1 Hard attributes

Name Age Size Strength Fertility Gender Intelligence Aggressiveness
Joe 20 170 10 10 1 10 10
Bill 18 190 20 20 1 3 20
Eddie 50 180 12 15 1 15 5
Eva 30 160 7 0 0 12 15

7.1.2 Soft attributes

Morale as the key: a society which offers a better condition elevates the morale of its people. Morale is obtained settings the working force below 100% of citizen capacity, with proper clothing and food.

Citizens with low morale are more susceptible to other societies invitations. Patriotism is raised with military training The risk of pregnancy or sickness depends on Fertility and Strength respectively

Name Morale Pregnant Sick Injured Patriotism
Joe 10 0 0 0 10
Bill 18 0 0 0 0
Eddie 8 0 0 0 0
Eva 10 0 0 0 0

7.2 Citizen skills

Name Raw materials Shoes Clothes Tools Child care Military
Joe 10 10 10 10 10 10
Bill 10 10 10 10 10 10
Eddie 10 10 10 10 10 10
Eva 10 10 10 10 10 10

7.3 Calculate productivity

affect all: citizen morale

raw materials: (age factor * Raw materials strength factor * Strength) + (Raw materials skill factor * Skill) shoes: (age factor * shoes strength factor * Strength) + (shoes skill factor * Skill) clothes: (age factor * clothes strength factor * Strength) + (clothes skill factor * Skill) tools: tage factor * ools (strength factor * Strength) + (tools skill factor * Skill) child care: (age factor * child care strength factor * Strength) + (child care skill factor * Skill)

7.4 Pregnancy probability

fertility * (resources per capita / intelligence)

7.5 Resources consumption

  • raw materials as food: size * strength + sick + injury + pregnant
  • raw materials for production: 1 to 1
  • shoes 3 levels of quality that affect morale
  • clothes 3 levels of quality that affect morale

7.6 Citizen activity planning

7.6.1 Production

Citizen name Raw materials Shoes Clothes Tools Child care Total
Joe 10 20 50 10 0 100
Bill 10 80 10 0 0 100
Eddie 10 10 30 30 0 80
Eva 80 0 0 20 0 100

7.6.2 Battle

Citizens can be used to attack the enemy. If only one player attack, the attacked player may fight back or retreat. The attacking play may demand a tribute. The war consume food. Fighting citizens cannot produce other goods while fighting Kill a citizen will be difficult Fighting skills affected by morale

7.6.3 Trade

deal:

  • offered resource
  • offered amount
  • reserved amount
  • requested resource
  • requested amount

broken deal: You or the other player did not reserved the offered amount, you can restate the deal to close it in a time window or the deal will be declined

  • the reserved amount may not be available (lack of resources)
  • you can offer an amount but not reserve it to fool you opponent to produce less than needed
  • you can do that to try a better price on the time window pressure

7.7 Citizen Productivity

Citizen name Raw materials Shoes Clothes Tools Child care
Joe 10 5 10 10 30
Bill 10 20 5 5 30
Eddie 5 5 5 30 30
Eva 5 5 5 5 30

7.8 Citizen Production

  Raw materials Shoes Clothes Tools Child care
Joe 100 100 500 100 0
Bill 100 1600 50 0 0
Eddie 50 50 150 900 0
Eva 400 0 0 100 0
Total 650 1750 700 1100 0

Date: 2020-06-24 qua 02:06

Author: Marcos Moritz

Created: 2020-06-25 qui 05:40

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