It is the year 3000. Humanity has long begun colonizing the stars. The initial unifying optimism of having mastered space travel has long wore off, and dozens of factions now vie for control of the Milky Way galaxy.
Bitcoins are worth twenty trillion dollars. They have become so difficult to extract that doing so requires city-sized supercomputer clusters located on specialized planets. After the devastating civil war of 2998 AD that destroyed the Human Confederation and left its former worlds in ruins, only one such planet remains. It has been named "Planet Bitcoin" and is now the most sought-after plot of real estate in the universe. Every empire, human and non-human, has marshaled their elite forces to claim the planet for themselves…
The Bitcoin Wars is a sequel to TFW NO SOCIETY. Many of the mechanics are the same, but a plethora of features have been added and reworked.
I strongly recommend joining Mareserv on Discord if you want to play: https://discord.gg/uXJaNX
Unlike TFW 1, this game will use a hexagonal map.
Victory Conditions
The game ends when a team reaches 50 Victory Points.
Each controlled Node generates one Victory Point per turn.
Map Key
Forest
Costs 120 energy to move onto. Reduces the strength of incoming attacks by 20%.
River
Costs 150 energy to move onto. Increases the strength of incoming attacks by 20%.
Bridge
Behaves like an empty tile for purposes of movement.
Mountain
Costs 200 energy to move onto. Reduces the strength of incoming attacks by 20%.
Abandoned Town
Behaves like an empty tile for purposes of movement. Improves scavenging; gives the advantage of 3 out of 4 rolls (i.e. 4 dice will be rolled instead of 3, and the 3 best results will be used).
Node
Can be captured. Generates 0.5 Bitcoins and 1 Victory Point every turn for the controller. Behaves like an empty tile for purposes of movement. Capturing an enemy node requires two turns: first to turn it neutral, and then to actually capture it.
Movement
It costs 100 energy to move onto empty tiles and more to move onto special terrain. You can spend a maximum of 500 energy moving per turn.
Actions
The first action taken every turn costs 100 energy, the second costs 150 energy, the third costs 200 energy, and so on. There is no hard cap on how many actions you can take per turn.
Some of the common actions:
>Scavenge
>Craft
>Use Weapon/Consumable
>Change Weapon/Armor (Note: Weapons cannot be used, and armor will not come into effect, on the same turn you equip them)
>Rest (being attacked will cancel and refund energy; heals 8-16 health)
>Capture node (only possible when the node tile has no enemy operatives on it)
Bitcoins
Each player generates 3.5 Bitcoins per turn by default. This amount can be raised by controlling Nodes and leveling up.
You can do two things with Bitcoins: deploy new operatives, and gene-edit the traits of existing operatives.
New operatives cost 10 Bitcoins each, and 1 Bitcoin per turn in upkeep.
You can add a random new trait to an operative for 2 Bitcoins, reroll an existing trait for 3 Bitcoins, or remove an existing trait for 4 Bitcoins.
You cannot have negative Bitcoins. If expenditure is greater than income for a sustained amount of time, then your Bitcoin count will simply stay at 0.
Operative Stats
Health
Base 120. Operatives die upon reaching 0 health.
Energy
Base 500 per-turn regeneration and 1000 max storage. Required to move or perform actions.
Encryption
Base 0. Represents how effective the operative is at hiding their stats. The "average" encryption is the median value of every operative's encryption level. Any operative with an above-average encryption level has their health, energy, morale, and equipped weapons hidden (i.e. they won't be displayed during turn updates in this thread). Any operative with an average encryption level will have their energy hidden, but their health, morale, and equipped weapons revealed. Any operative with a below-average encryption level will have everything revealed.
Equipment
Operatives can have up to two weapons and one armor equipped simultaneously.
Morale
Has significant effects on combat readiness. See "Morale" below.
Levels
Experience is gained by dealing damage. Operatives gain 1 exp point for every damage point dealt to a player or player-built schematic (excluding walls), and 0.5 exp points for every damage point dealt to a non-player mob. Schematics (sentries, drones) always gain 0.5 exp points per damage point dealt regardless of the target.
Operatives themselves do not have a level; rather, the commander (i.e. the player) has a level that is contributed to by all of their operatives.
Level 1 requires 100 exp, level 2 requires 120 exp, level 3 requires 140 exp, level 4 requires 160 exp, and so on. There is no level cap.
Every level, you gain +0.5 base Bitcoin generation and 3 stat points that you can spend on your operatives. When an operative dies, all of the stat points spent on them are refunded, so it is not recommended to hoard points.
All upgrades cost 1 point each:
1. +5 max HP (current HP is also raised proportionally)
2. +20 energy regeneration
3. +100 max energy storage
4. +1 encryption level
Bleeding
Light – 2 damage per turn
Moderate – 4 damage per turn
Severe – 6 damage per turn
Critical – 8 damage per turn
Bleeding happens randomly but may also be caused by certain weapons.
Every non-bleeding operative has a 15% chance every turn to receive Moderate Bleeding.
Bleeding has a 25% chance each turn of worsening and a 40% chance of improving.
Morale
Morale reflects the mental state of an operative and has a significant effect on combat readiness.
The chance of an operative's morale increasing/decreasing is the amount of damage you do during an attack/take when attacked. So for example, dealing 24 total damage in one turn means the operative's morale has a 24% chance of rising by one level. Furthermore, killing an enemy operative gives all your operatives a 50% chance roll for a morale boost, and losing an operative gives all your surviving operatives a 50% chance roll for a morale penalty.
Morale naturally trends toward the operative's default morale (which is "Steady" for most operatives). 20% chance per turn of changing one level toward default.
Confident: +20% damage done, -20% damage taken, +50 energy recovery
Poised: +10% damage done, -10% damage taken, +25 energy recovery
Steady: No effect
Shaken: -10% damage done, +10% damage taken, -25 energy recovery
Wavering: -20% damage done, +20% damage taken, -50 energy recovery
Routing: -30% damage done, +30% damage taken, -75 energy recovery
Looting
When an operatives dies, their inventory is dropped on their tile. These drops can be looted at the cost of an action by the killer, the killer’s allies, and the victim’s allies. In the case that the victim died to a wolf, a titan, or natural bleeding, anyone can pick up the items. You cannot pick up items from a tile with enemy operatives on it.
Non-Player Units
Wolves
Spends up to 360 energy per turn moving. Wolves begin tracking the first player they move through during their movement. If the tracked player "outruns" them (by moving anywhere they can't), they will stop tracking. Spawns every turn until the cap is reached.
Turn 0 – 3 cap, 100% Wolf
Turn 5 – 4 cap, 50% Wolf, 50% Dire Wolf with guaranteed initial spawn
Turn 10 – 5 cap, 33% Wolf, 33% Dire Wolf, 33% Iron Wolf with guaranteed initial spawn
Turn 15 – 6 cap, 20% Wolf, 40% Dire Wolf, 40% Iron Wolf
Turn 20 – 7 cap, 50% Dire Wolf, 50% Iron Wolf
Wolves deal 5-10s damage, have 35 health, and drop a 9-11 roll upon death.
Dire Wolves deal 7-14s damage, have 50 health, and drop a 12-14 roll upon death.
Iron Wolves deal 10-20s damage, have 70 health, and drop a 15-17 roll upon death.
Titans
Spawns once every 10 turns. Moves twice per turn. Will attempt to move to randomly chosen node; upon arriving, it will choose another node and move again. Hostile to all other units, including wolves. Ignores walls completely.
Attacks by throwing units across the map (destination is randomly chosen) with a minimum distance of 3, dealing 10-20s damage plus 2s additional damage per tile travelled. Any units on the destination tile also take 10-20s damage. Has a range of 1. Can attack twice per turn.
180 health, 30% resistance, and regenerates 5 health per turn
Drops an anomalous material upon death which can be looted by any team that damaged it.
Trade
Trading with allies on the same tile is free. Distance trading costs 0.5 bitcoin per 5 material (or base-material equivalent, for crafted items) sent. Being attacked during a turn will interrupt trading.
Deployment
Deployment of new operatives occurs at the beginning of a movement half-turn. You can deploy on any tile occupied by an allied operative, or on any friendly node. If there no allies or nodes to deploy to, you will deploy to a random tile.