PKGNAME: plutocracy Flavors: there is no flavor information for this port. No installation instructions: This port has been deleted. WWW: cgit ¦ GitHub ¦ GitHub ¦ GitLab ¦ pkg-plist: as obtained via: make generate-plist There is no configure plist information for this port. On a real globe, and aims to replicate realistic economic transactions. The game has a 1600s Caribbean theme, is played Maintainer: Port Added: 22:58:21 Last Update: 09:21:48 SVN Revision: 493495 License: GPLv2+ Description: Plutocracy is a multiplayer 3D RTS game focusing on merchant tradeĪnd domination by economic means, although warfare and piracy areĪlways an option. IGNORE: is marked as broken: segfaults on startup Plutocracy Multiplayer 3D economy/trade-based RTSġ229_8 games =0 Version of this port present on the latest quarterly branch. You might want to hold off on that change. Want a good read? Try FreeBSD Mastery: Jails (IT Mastery Book 15) All times are UTC If you will be at the show be sure to say hi.FreshPorts - games/plutocracy: Multiplayer 3D economy/trade-based RTSĪs an Amazon Associate I earn from qualifying purchases. I’ll be interviewing designers for The Board Game Workshop and giving out one of the awards at the end of the show. Tomorrow (9/29) I’ll be at the Boston Festival of Indie Games. Both are very interesting and I look forward to watching them develop. Both took the core idea of not controlling your own faction and went in different directions. I also had a chance to play two games inspired by Plutocracy by some of my friends. Only more testing will see if this is where I want it to go. Plutocracy has come a long way, and like many times before, I think I’m on the right path now. But it may not be needed with the new recruit system. I’m thinking of cutting down the number of influence that trigger a war, to help speed up the early game. The automatic wars help this and since the losing cubes in a battle push the end game, it helps the game not stall. Earlier versions made players hesitant to spend resources to start a war and then also invest in that war for the desired outcome. Wars are now triggered by the game state instead of being chosen by players. Which is another change from older versions. The player will then pay to move a faction and check if any planets are overcrowded which triggers a war. The additional ability to affect the next player’s options seems like it could be a nice point of tension. My hope is that this is faster than the old version and gives players some meaningful control over their income and how planets are built up. The 2 groups left over will be passed to the next player. One of those groups is their income and goes into their supply, the other group goes onto a planet of their choosing. Then they choose one new group and one old group. The active player will draw 6 new influence from the bag and split them into 2 equal groups on the empty areas of the recruit board. 2 areas will each have 3 influence in them determined by the previous player. The active player will have a recruit board with 4 areas on it. I’ve come up with a new idea for income and recruit that uses a version of “I split, you choose”. It tied to the recruit system so players had some limited choice in what influence to take and how that would affect the recruit action. The income system I was using last night was passable, but tedious. So they are incentivized to push for certain factions on the board instead of just investing in the projected leader. Though players can still shift their allegiance, it takes time. Players can’t shift factions as drastically, but that seems to be a benefit. I was worried that players wouldn’t like it being removed, but I wanted to try the game with essentially only the move action. It took up a good amount of time and required more tracking in game to deal with fluctuating prices. Trading allowed players to drastically change what faction they were invested in. Since the game has always been a stock market game at heart, trading seemed like an important part. The biggest change for this version was removing the trade action. It was also cut down to 10 planets from 12. It’s back down to 5 factions instead of 7 so the random cube pulls won’t vary as much. Now it’s an area control game that has been coming in under 30 minutes. It’s been streamlined a lot since it’s days as a multi-hour 4X game. I had a play test of Plutocracy version 18.11 last night.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |