Esim - Game of Thrones E-Sim Game
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The Iron Throne




I am going to be creating a little game for the eUSA citizens to play based off the Game of Thrones, I believe it could be something fun for us to do during the downtime we endure throughout the game. Basically my idea is this - we will break down into four house families (Lannister, Stark, Baratheon and of course the Targaryan) all with the goal of ruling the iron throne. Each family will elect a leader. Everyone of course knows the game of Risk, and that is how this will be played out, sort of.



The Basics


1. Each person gets ONE turn per day, a turn includes placing your army, moving, attacking, and fortifying.
2. Each player is given 2 cards - one card is a "Peace" card which allows them to place more troops but they cannot be attacked and the other card gives them 1 bonus cavalry troop to place. No more cards are issued throughout the game, so use them wisely. Each leader is given 1 cardc as well, the card is a back-stab card. Alliances can last anywhere between 3/5/7 turns and cannot be broken unless a back-stab card is used.
3. The leader of each house is in charge of diplomacy (you may ally with only one other house during the game, but beware of being back-stabbed, which will be explained later more thoroughly). The leader is also in charge of fortifying its houses locations and lending support when needed.
4. Each player is given 10 infantry, and 3 cavalry upon starting the game, every turn you automatically gain 3 infantry plus whatever your leader grants you if anything.
5. The leader of each house is automatically given 3 infantry and 1 cavalry each turn which he places on his/her position on the map. The leader is also given 5 infantry and 1 cavalry which he can distribute to his fellow housemates at his/her discretion, if all players have been eliminated the leader does not receive this bonus.
6. Each player is limited to 2 attacks per day, if you miss your turn, too bad, if you miss your turn within 48 hours you are DQ'd from the game.
7. Each house will consist of 1 leader and 3-4 other players depending on how much interest we gain from this.
8. When a house is allied to another house the alliance lasts either 3/5/7 COMPLETE(when every player goes) turns. The leader of the house is the one who creates the alliance, which we will also have a daily news letter which recaps the daily happenings to an extent and a bit of a story line quite possibly... Time permitting. However say on Turn 1 the two houses agree to an alliance that turn they are allied no matter what, but the following turn one of the houses can use their "Back-stab card" which they are given at the start of the game, which breaks the alliance, once again only the leader has the card and the power to do so.

The Way to Attack


1. The territory must be adjacent to your position.
2. You must be able to access IRC, if not you need to take the games admins (the people who will be running this) word on how the dice rolls turned out, if you can use IRC we will have a !roll function avaliable to you.
3. Attacking is simple if you have 5 infantry attacking a position that has 2 infantry, both roll 2 dice, if both attacking dice are higher then those defending, the attacker wins and advances. If only one dice is higher, then the attack is down to 4 and the defender is down to 1, in which case the defender only rolls 1 dice.
4. Once you take over an area you must leave 1 troop behind minimum, you may leave more if you choose. This also means you must have at least 2 troops to attack (2 troops attacking means you only roll 1 dice however, since only 1 troops is essentially attacking)
5. The way cavalry works is simple, it counts as 1 troop but, this is the ONLY way the attacker/defender can roll a bonus dice. Example - if the attacker is attacking with 10 troops(which is 2 dice) and the defender has 5 troops (2 dice) but each has a cavalry unit there, then they would roll 3 dice instead.

Extras


1. Even though the maps mentions territory bonus's we will not be using what it provides (I'd love for someone to make a new map for this idea).
2. If anyone has a way to improve this idea or can donate a prize for the winner(s) please feel free to let me know, this is just a rough draft.
3. If I have missed anything please let me know, but I did take quite a lot of time to write this all out, please be respectful, thank you!

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USA as a world power? In E-Sim it is possible!

In E-Sim we have a huge, living world, which is a mirror copy of the Earth. Well, maybe not completely mirrored, because the balance of power in this virtual world looks a bit different than in real life. In E-Sim, USA does not have to be a world superpower, It can be efficiently managed as a much smaller country that has entrepreneurial citizens that support it's foundation. Everything depends on the players themselves and how they decide to shape the political map of the game.

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Activities in this game are divided into several modules. First is the economy as a citizen in a country of your choice you must work to earn money, which you will get to spend for example, on food or purchase of weapons which are critical for your progress as a fighter. You will work in either private companies which are owned by players or government companies which are owned by the state. After progressing in the game you will finally get the opportunity to set up your own business and hire other players. If it prospers, we can even change it into a joint-stock company and enter the stock market and get even more money in this way.


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The last and probably the most important module is military. In E-Sim, countries are constantly fighting each other for control over territories which in return grant them access to more valuable raw materials. For this purpose, they form alliances, they fight international wars, but they also have to deal with, for example, uprisings in conquered countries or civil wars, which may explode on their territory. You can also take part in these clashes, although you are also given the opportunity to lead a life as a pacifist who focuses on other activities in the game (for example, running a successful newspaper or selling products).


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