Resource minimums

Resources

When I wrote the first draft of rules for Nine Worlds, I ran with the idea of random resource generation each turn for a bit of fun and natural chaos. As I process turns each turn, I couldn’t  help but notice how the randoms can be incredibly beneficial or disastrous for players and feel this can be unfair. I like the idea of natural variance – bad seasons, random events and so on, but to cripple one player and boost another for no fault/genius of their own is beyond what I deem to be acceptable.

As GM, I interfered with the extremes to ensure everyone had a fair minimum. Now, I am going to introduce this as a hard fact. All resource tiles will have minimum generation values, but random extras will still be in place. I like the idea of rare finds and the occasional bonus resource, so this will continue, but as an extra to the minimums.

 Resource table

Tile

Basic resources

High bonus

Plains

2 Grain

1 Livestock, Stone or Lumber

Forest

2 Lumber

1 Livestock

Hills

1 Stone, 1 Livestock

1 Lumber, Stone or Livestock

Peaks

1 Stone, 1 Ore

1 Ore or Stone

Wetlands

1 Livestock, 1 Lumber

1 Lumber

Drylands

1 Livestock, 1 Grain

1 Stone or Lumber

Water

2 Livestock

1 Lumber or Grain

Swamp

1 Lumber, 1 Grain

1 Livestock or Lumber

Frozen

None

1 Livestock

Tundra

1 Livestock, 1 Lumber

1 Grain or Stone

 

Recovery and Capture

Recovery

Armies will inevitably suffer casualties and other losses over time and units will change status from ‘Ready’ to a percentile strength. When units are damaged, they can still operate, but lose combat points equal to the percentage deficit, rounded down. This quite often means a unit will be operating at 0 combat, but offering some strength to the fight.

Units can recover over time if not pressed. If ordered to move or involved in a fight, they will remain at the same percentage. Otherwise, their recovery can be sped up as follows:

Location

Recovery / turn

In home settlement

25%

In friendly/captured settlement

15%

with hospital

+25%

with shaman

+25% (per Shaman for a single unit each)

Captured Settlements

If an invading force wins a battle at an opposing settlement, the invader takes control of the settlement and ejects any remaining defenders. Any  combat damage applied to defensive structures may result in it becoming destroyed and thus require rebuilding.

A captured settlement will be in a state of unrest for 2 turns while it bends to the will of the new owner. During this time, occupying forces have a reduced recovery rate and resource production is initially halved and then improves to 75%, until it becomes a regular settlement again. Forces cannot be mustered on the first turn following a capture.

If the previous owner reclaims a settlement while in the captured state, all values are restored immediately.

While a ‘hostile’ force controls a settlement, it may chose to raze structures to damage it. The settlement cannot perform any action, so state ‘Raze’ in the action box. The occupying forces cause damage equal to their total strength each turn. If an occupying force does perform Raze actions, the settlement continues to act as a captured settlement and cannot be used to muster any new forces.

Revised schedule

I’ve had a couple of inquiries about late turns. I fear this is down to my mis-calculation in the schedule dates.  Previously:

Turn 0 was due back by 9th April
Turn 1: 19th April
Turn 2: 29th April
Turn 3: 2nd May <– this is not 10 days!
Turn 4: 12th May
Turn 5: 22nd May

Revised:

Turn 3: 9th May
Turn 4: 19th May
Turn 5: 29th May

 

Turn sheet improvements

Advisor notes
In an attempt to help steer people towards greater success, I’ve added another notes section at the bottom of the first tab that should include some advice from me each turn. While I a always happy to answer your questions, not everyone asks them! Keep the goal in mind and keep an eye on your poorer resources – there’s a development for each that most of you have access to. if you can’t build what you need, the market can help exchange your excess for required resources. Don’t fall into the deficit, else only the gods will be able to save you!

Map icons
As hinted yesterday, all your map views should be a little prettier. Expect a bestiary and key update in the rulebook. For now, you should see a new settlement and army image.

Resource limits and settlement sizes
This is a recent update for the rulebook, but worth reminding everyone as some of you have started to expand. These are effective from turn 2:

Each settlement type has a capacity for gathering due to the population of workers available. This limits the maximum resources generated each turn. The limit does include internal structures, such as lumber mills and granaries, but not random events. Each settlement also has a storage capacity of double its production.

  • Village – Max 10 produce, 20 storage.
  • Town – Max 15 produce, 30 storage.
  • Castle – Max 20 produce, 40 storage.

All starting settlements are towns. Any new settlements begin at village level. You can now upgrade through 3 levels of settlement:

Development

Cost

Bonus

Requirement

Settlement (1)

SSLLA

New village, with connecting road.

See rules

Settlement (2)

SLLO

Upgrades a village to town.

Village

Castle

6S 3L 2O

adds chance of veterans when mustering and adds defensive strength

Town

 

Markets
This structure allows you to exchange resources, although the desired resource wont become available until next turn. The number of resources you can exchange is equal to the settlement size (1 for village, 2 for town, 3 for castle). Markets now also allow you to send resources to your other settlements at double the exchange limit (2 for village, 4 for town, 6 for castle). This process also takes a turn per 3 roads and can be subject to loss if enemies are on your roads.

Expansion

These rules have been slightly tweaked, so are worth reminding everyone:

When ordering a settlement to expand with the intention of founding a new settlement, please specify the hex. Your scouted sites will be marked by stars from the previous turn. Note that a settlement can only be ordered to expand into a new village once per turn and after founding a new settlement, previous located sites will ‘fade’, so the 2-turn process will have to be started over in most cases. However, you can chose to expand (identify) and expand (develop) at the same time, as separate ‘projects’.

A successful expansion will create a new village at the targeted site.

 

Introducing

The beta test now has 10 players taking part. Meet your neighbours:

Leader Homelands
 Vølstäägg Sky-Skääld  Óskópnir
 Jarl Wotan Greyrider  Asgard
 King Dexil “The hammer” Kursig  Dexilia
 Most Wise Elder Jacekim  Kammia
 Kaiser Klomp  Klondikier
 Varna Cora  Umartempla
 Chief Big Horn Large Hat  The Black Horn
 Hrafn hár  Frosini
 Bran the Blessed  Prydein
 King Caratacus  Gwynedd

Schedule

As a rough guide to when I expect turns to be done, here’s a 10-day meter forecast.

Turn 0 was due back by 9th April
Turn 1: 19th April
Turn 2: 29th April
Turn 3: 2nd May
Turn 4: 12th May
Turn 5: 22nd May

Most players seem to be getting turns done in a couple of days, but a few are taking their time to do so. I am always happy to process them if all players get them in early, but so far that’s not been possible.

Rules updates – 12th April

Additions and changes to the rulebook:

Map key
A visual guide to terrain hexes, armies and other items on the map.

Section on terrain
A table explaining a few values for each terrain type.

Changes to settlements
Settlements have broken into 2 sizes Village and Town. These represent new settlements built (villages), which will need to be expanded to towns to reach the potential of starting settlements.

All settlement sizes (including castle) have varying attributes now. This includes production limit, storage capacity, number of action, development pre-requisities, mustering values.

 

Map Key!

I’ve updated the key for the map and added it to the rulebook for all to see. It was previously hidden in the old preview map (which I’ve hidden now, since it was about 60% of the actual beta map!).

Here’s a copy:

map

The blog is born!

Rules updates!
I am going through the rulebook and adding/clarifying a few rules. Most notably, some notes being added for the turn sheets.
As not everyone uses the Facebook group, I am going to start posting updates on this blog, so that everyone gets the same information, by whatever medium they chose.
Some FAQ:
W cost is actually L. My head decided to use wood instead of lumber. Many resources are interchangeable, hence A (animal) is used for Livestock.
W/L = Wood/Lumber | S = Stone | A = Livestock/Animal | M/O = Mineral/Ore | F/G = Food/Grain
Settlements are going to retain 2 actions a turn. I feel the pace is just right and won’t get too complicated once players get several settlements in place. Castles will be able to perform 3 actions.
I may (in epoch 1) restructure the new settlement process to have a village (1 action) stage, which upgrades to a larger settlement.
As a beta test, I didn’t want to introduce too many rules at once, but also didn’t want to restart the game over each time new ideas are introduced. As such, this epoch is about expanding and testing the combat rules. One a player has reached 5 castles, the epoch will end and we’ll do a feedback and review session.