Difference between revisions of "Gods Fighting Sim"

 
Line 1: Line 1:
 
This will be the page of rules for Gods Fighting Sim.
 
This will be the page of rules for Gods Fighting Sim.
[hide=Towns]
+
------
 +
Towns
 +
------
 
- There may now be a weekly tax deduction. The tax is decided by the guild that is occupying the spawn town.  
 
- There may now be a weekly tax deduction. The tax is decided by the guild that is occupying the spawn town.  
 
- [hide=Taxes]
 
- [hide=Taxes]

Latest revision as of 17:10, 9 August 2019

This will be the page of rules for Gods Fighting Sim.


Towns


- There may now be a weekly tax deduction. The tax is decided by the guild that is occupying the spawn town. - [hide=Taxes] -There are 3 groups, lower class, middle class, and rich - You may tax these groups any percentage - If the guild is run in a dictatorship, a oligarchy, a monarchy, or a democracy, the leader or representative will decide the tax. -If the town, city, state, or country is occupied by many guilds, an agreed tax amount would be split equally among them all. -If the effect "[color=#c00]Catastrophic Damage[/color]" is on a town, city, state, or country, taxes would not be collected unless forced. See what Catastrophic Damage does in the effects part. -In the event of a forced demand for tax money before the tax date, every player has 3 days to pay their taxes or respond with a "[color=#c00]Revolt[/color]" or leave. See what a revolt does in the effects part. [/hide] -[hide=Occupation]

[/hide] [/hide]

[hide=Effects] -"[color=#c00]Catastrophic Damage[/color]" [hide=info]After a war, towns that have suffered more than 80% destruction gain the effect Catastrophic Damage. While this is active, taxes arn't collected, production is taken by the town and the town cannot be attacked or entered by enemies. If Catastrophic Damage was put on a town, city, state, or country, a guild may send a squad of helpers in attempt to occupy the town. If the town leader accepts all the guilds, the guilds may decide to fight for the town, to share the profits, or to back off. [/hide] -"[color=#c00]Revolt[/color]" [hide=info]A player has a choice to start a revolt at any time. If they choose to revolt, others may join to increase the level of revolt. For every level of revolt, the town, city, state, or country loses 20% of it's production to the people who are revolting. After revolt level 5, the town is losing money and resources to keep the revolt down. Once the town's resources are gone, the town gets a "[color=#F1C232]Destroyed[/color]" effect on it. If a state or country was to run out of resources, the revolt would gain control of the government and would be able to manipulate it. [/hide] - [/hide]

[hide=Government] -[hide=Anarchy] -No form of government -No leader -Cannot use laws -Cannot use taxes -Any form of military is disbanded [/hide] [/hide]

[hide=Rework on People] -Players now are gods that control people that are loyal to them. -Players still have their wizard relm that stays the same but there is a relm underneath that where the players can find benefits -The wizard stats will now apply to a powerful priest that has 100% loyalty to you. This person will also start to spread your influence around to others that are close to them. - [/hide]

[hide=Admin Moderators rework] -All admins and moderators will not be able to have anyone loyal to them. -All staff will be able to manipulate monsters with no loyalty and people with no loyalty. -All staff will control a machine city, these are cities that you can make your own quests in it -Staff are able to mobilize a robot army and have control over a squad of robot wizards. -Staff cannot help or support a war in any way unless attacked -Staff are allowed to do quests with others and basically carry them [/hide]

[hide=City Types] -[hide=Machine city] The technology has grabbed this city. This city is in the space age and has robots only. No living life forms can be found and anything living is killed on sight. These cities are dangerous and can grant huge advantages if occupied. These cities are also prime candidates for quests. [/hide] -[hide=Metropolis] All housing buildings have 50% more space. All merchants produce 50% more trade value. [/hide] [hide=Production Zone] Workers have 25% less upkeep cost. Workers have 50% more output. Buildings cost 10% less and are built 10% faster. [/hide] [/hide]

[hide=People Types] -Anything with a * is not changeable -[hide=Robot]

  • Hp: 30
  • Magic: True
  • Armor: Medium
  • Weapon: Any
  • Strength: 200%
  • Life Span: 1000 yrs (immortal)
  • Army Damage: 5-9

Speed: 500% Sight: 1000% (anything in line of sight) Physical defense: 150% Spell defense: 0% Physical damage(dps/damage per second): 350% Spell damage(dps/damage per second): 100%

Minimum Avg Stats: 350% Stat deviation: 75% [/hide] -[hide=Human]

  • Hp: 20
  • Magic: True
  • Armor: Light-Medium
  • Weapon: Light-Medium
  • Strength: 100%
  • Life Span: 90 yrs
  • Army Damage: 2-3

Speed: 50% Sight: 50% Physical defense: 50% Spell defense: 50% Physical damage(dps/damage per second): 50% Spell damage(dps/damage per second): 50%

Minimum avg Stats: 50% Stat deviation: 50% [/hide] -[hide=Dragon]

  • Hp: 80
  • Magic: True
  • Armor: Saddle
  • Weapon: Nan
  • Strength: Nan
  • Life Span: 999 yrs (immortal when healthy)
  • Army Damage: Nan

Speed: 400% Sight: 50% Physical defense: 999% (immune when healthy) Spell defense: 35% Physical damage(dps/damage per second): 150% Spell damage(dps/damage per second): 50%

Minimum avg Stats: 115% Stat deviation: 25% [/hide]

[/hide]