Noting as Qloos has left the alliance, I have decided to take over the game, so we start again with new rules.
Game Summary
Players play fortress mode simultaneously. Their actions are linked through self imposed restriction. These restrictions are imposed based on events at other players fortresses and your own. When one player has trouble, all players suddenly have a harder time trying to make ends meet. If you screw up, your dwarves are less willing to help you
Each player chooses a behavior restriction, 2 main item groups, and 7 item types An item group would be something like "armor" an item type would be "Upper Body Armor" A behavior restriction would be an action a player would not be able to perform in game, use your imagination These are the items that your fortress will be making. (You do not actually have to make these in your particular game)
Choices can not overlap. If you choose leather, you can not also choose leather armor for example. Your list must be validated before play.
These restrictions come in waves based upon how badly things are going for that player.
Wave 1: Three item types.
Wave 2: One Main item group, Five item types
Wave 3: Two Main item group, Seven item types, Behavior Restriction Activated
Main Item Groups
* Ammo
* Animals
* Armor
* Bars
* Blocks
* Finished Goods
* Meat
* Fish
* Plants & Seeds
* Booze
* Furniture
* Gems & Decorations
* Leather
* Stone
* Weapons
* Wood
* Cloth
Restriction Rules
Restriction waves are only imposed for the year after the conditions are met and expire once that year is finished.
When an Item has been added to the restricted list, it may no longer be produced or acquired through trade. But may still be used if you have some in stock.
Economic: Economic rules are based on the rate of economic growth season per season. A difference of growth between fortresses of 25% or more will begin to enact wave 1 restrictions, and increasing every 25%
If a fort has much faster growth then the others, how will the other forts be able to produce items for the stronger fort if it needs to buy more then sell.
Year one is exempt from Economic restrictions
Closed borders: If your traders failed to make it to the depot (Resulting in no trade from that caravan), impose Wave +1 restrictions on all other players. You cant sell anything if the traders don't reach the depot.
Penalties:
If data is unavailable after first year, or for two consecutive months after the first caravan, wave 1 penalty will be imposed on the offending player for being disorganized. The other players will not be penalized for one of the others being disorganized.
Violation of production order: Immediate Wave 1 restrictions on offending player per violation. Reduced by 1 waves per production orders that are met. (I am aware that you can not always meet a production order, but you must at least meet half of them in a year to avoid penalty)
Death Penalty: If your mayor or baron dies, impose wave one on that player. If your duke or count dies, Impose wave two. If your monarch dies, impose wave three. Keep your nobles alive.
Fortress has crumbled: Wave 3, permanently for each lost player
Restrictions are assessed at the end of the year.
Playing Schedule and Updates
Players will be required to give a seasonal in game update including:
* Total Fortress Wealth
* How many production orders you failed to meet
* How many caravans failed to reach the depot
Screen shots are recommended.
Each in game year will take 1 week.
Max 5 players.
This is still a game of !!SCIENCE!!. Lets make this a good one!