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How fast does the Imperial Navy react?

*crickets chirping*
came up with a timeline, but it immediately morphed into a game. I'm trying to get the basic rules right, then I'll post it.

preview:

divide city up into zones, rate each zone according to wealth, population density, and crime rate. factor in access to water, food, services, police, fire/ems. each turn add all factors, subtract d6, and apply result to overall violence level. do the same for population density. repeat as necessary.

I'm thinking of police, fire/ems, rioting mobs, repair services, and militia as being independent units, moving from zone to zone as needed and available.

call the game "long hot summer".
 
Fly,

Check out this link for a nifty little game dealing with the 1999 WTO riots in Seattle. I've played it a number of times both solitaire and face-to-face and found it to be a real hoot.

The subject of civil disturbances is just screaming for a Traveller treatment too.


Regards,
Bill
 
You also need to consider weather. If the weather's good, people are going to be a bit more patient, than if it's hot outside and their houses are not designed for natural ventilation. People in your scenario seem to have the advantage that their physical infrastructure (roads, buildings, hospitals, etc.) still exist, even if the power is off. Fresh water must be supplied from somewhere; unless all water is desalinated/filtered/etc., there is probably some way to get water to points in the city.

Also, if no one has power, you may not get as much unrest, as there isn't as much of an "envy factor" - "they have power, why not us?" If you can get water flowing, and some supply of food, you might have a fair amount of time before things really start breaking down. After Ike hit Houston last year, most people were pretty well behaved for the first week - food and water filtered in fairly quickly, weather was decent, and everyone was pretty much in the same boat. For the second week, when it heated up and power was partially back, people started getting upset.
 
You also need to consider weather.
thought of that, but the game I have in mind is already getting complicated enough. perhaps it will be an optional rule. "mob and displaced population counters disappear on 6 of d6. in bad weather they disappear on 5 or 6 of d6."

thanks for the link bill, I look forward to checking it when I can.
 
haven't forgotten my game, just about worked out. a bare description follows.

turn order (needs work)

generate fuel, food counters, militia
move food, fuel counters
move troops, police, fire/ems, muni counters
street combat
calculate level of civic order
remove used food counters
generate mobs
calculate displaced population
move displaced population
move mobs
street combat / infrastructure assault
check to disperse mobs and displaced population
calculate taxes, remove unsupported police, fire/ems, and muni counters

counters

population: rich, middle class, poor
city: troops, police, fire/ems, muni, militia
mobs: looters, mob, rioters, insanity
resources: food, fuel, repairs

map board

terrain: urban, commercial, residential, roads, rivers, hills, plains
features: port, airport, incoming roads
status: water, services, initial population capacity, civic order, present population capacity

I suppose I should add conflagration counters, city hall, the police station, and the water station. I'll see how the initial playtests go, if they're good I'll send it to bill larsen for his opinion and suggestions, then post it here.
 
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