Thread #2347239
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Hey anons! I'm posting this here because I want to get word out to the proper autist userbase that I dream of for this game.
This game was dreamt up by a couple friends and I had the joy of joining and experiencing the wonder of the interpersonal drama diplomatic shitstorm that always ensues.
I'm debuting OpenStates! A website-based game for 10+ people.
OpenStates is a turn-based strategy game where each player controls a nation on a shared map. Your goal is to grow your nation through smart economic management, military strength, diplomacy, and territorial expansion.
The game is run by a host (admin) who manages the map, advances turns, approves wars, and keeps the game fair. Turns advance on a regular schedule (typically every 2 days), and each turn your nation earns gold, gains manpower, and can take actions.
OpenStates is a roleplay nation building website kind that's intended to take place over the course of months. Each turn, in the beginning, is once per turn
You can create a map yourself - a tile map, and a levels map, or you can use the included ones; Europe/Fantasy.
You make gold by acquiring land and building cities. You can also apply for loans, or make trade deals, sell manpower; a manner of things.
The story and flow of the game is dictated almost entirely by the players; but the host can make use of clever admin tools or host-controlled nations and events to spice up the experience and create tension. Most wars evolve purely naturally out of grass-roots realpolitik.
Picrel is me and my friend group's current group. Hope to see some games soon!
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>>2348042
Also, the reason the interest rate is at 75% is because we had players taking risk-free loans and expanding infinitely and making more money back than the interest cost, snowballing every turn.
Turns are meant to take 2 days each but each host or admin can do it whenever they'd like
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>>2348047
>Also, the reason the interest rate is at 75% is because we had players taking risk-free loans and expanding infinitely and making more money back than the interest cost, snowballing every turn.
kek that's what I was planning to do the moment I saw that capitalism gives a discount on buying provinces.
it's probably best to let the turn timer stay as-is in case more people want to join
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>>2348264
We did have a system for naval MP where there are sea tiles but I haven't implemented it yet because that'd require an extra eyedropper to detect seatiles and then would require a better rendering system so those bigass tiles don't lag and then would require ....
So on and so forth. Currently for naval invasions the host just teleports the battalion there after 1 turn or 2 turns or however long they decide. A lot of the more complex things are emulated manually by the host.
You should see the way we played this game before. ALL manual EVERYTHING including the map; combat and tracking was manually done with a google spreadsheet with formulas and shit on it. It was a nightmare
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would love to have had a game in this... unfortunately the brainiac who made the thread lobby left it on turn 1 for three days....
won't the deve consider adding a matchmaking system a la the other online blobbers (.io thingies) ?
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