Motep
12-28-2007, 23:46
Rise of Civilizations MK III
This is a game that Lucjan hosted quite a while back. However, he failed to finish it. Later Cauis would take up the torch, hosting a "part two". Control was then handed off to Crazed Rabbit who finished the game safely and enjoyably (with himself firmly in the lead, I might add)
Background - This is a game of strategy and leadership. Player’s pick a civilization of their choice and lead it to greatness through the art of diplomacy, economics, colonization and warfare. The game begins in a fictional Greece where rather than waves of migrating people settling down to found their cultures, all the civilizations of the world have risen to prominence all at once. This game is not intended to be historically accurate, and instead focuses on fun and gameplay.
Number of Players - There is no limit to the number of player’s that can play the game in total, however, there is a limit to the number of civilizations that can exist, this limit will be imposed when the influence of the game’s combined kingdoms spreads across the whole of the map.
Types of Players - There will be one type of player in the game. Kings, who are in control of an entire Kingdom and can dictate the diplomatic, military, economic and cultural development of their kingdom. Once the map is filled, I might reconsider another option.
Can Players Be Eliminated?- [spoil]Players will never be removed from the game simply by losing their kingdom. If another player is willing to take that player in as a count or duke, they can continue to play, they’ll simply have to work their way back up if they intend to rebuild a kingdom. However, if that player is not accepted within three turns, he or she will be considered "eliminated".
Goals and Winning- The goal is to become the Supreme Emperor of all of Greece. I do mnot care for the voting idea, and simply state that you all have fun with it, and try to worm your way into dominance. I will, however, post the top person at the end of each month, so that we might bow down and grovel.
Playable Civilizations - Any civilization is playable, whether it is historically accurate or not. This game is about fun, not historical accuracy, so consider your only limit to be as far as you can think. Your cities do not even have to be historically accurate, you can have a "skittletopia" if you wish it to be so.
The Map -This is the geographic map we’ll be using for the visual aspects of the game.
https://i95.photobucket.com/albums/l156/Motep_the_Great/greece_alt.jpg
Turns and Reports - Each turn will start at 9am Monday and end on at 9pm Friday, results will all be tallied over the course of the week and the weekend for our later posters. Unfortunately, this schedule cannot always be the case, But I will stick to it as neatly as possible.
Diplomacy - Diplomatic communication is greatly encouraged between players and cooperation may be crucial to some culture’s survival. While player’s may feel free to make any deals in conversation between each other that they want. Diplomacy is done between players only and does not need to be made public unless players choose to make it so.
Other Diplomatic Actions (these have to be pmed to me, so they can be made real)
- Trade Agreement
- Give Money
- Give Troops
- Give Region
- Give City/Castle
- Appoint Duke
- Appoint Count
Economy - The economy in Rise of Civilizations will directly influence the amount of money you make per turn from taxes and trade. Each active city's economies will be rated on a scale of 1-5. This number, multiplied by 200, will give you the total taxes taken from that city each turn. This number can be manually increased by spending twice the current income of a region to upgrade it to the next. Therefore, spending 400 gold will increase a level 1 city to level 2. Trade will give you 100 per turn, multiplied by the number of trade levels. These trade levels are on a scale of 1-6, and can be increased in the same way that economies are.
Culture - You civilizations culture expands simply through settlement. Settling cities is simple, all you need to do is spend 3000 gold on a city to have it become an active, contributing settlement to your tax and trade income, anything less than that places the city on the map, but does not make it economically important enough to be taxed or traded with.
Cultural Actions
- Found a New City
- Settle an Existing City
Military - The military aspect of Rise of Civilizations is handled simply. Players can recruit the following units, with the following costs and upkeeps. All units equal 100 men. These men are subtracted from the populations of the settlements they’re recruited from.
Infantry - 50 gold recruit / 25 gold upkeep
Missiles - 50 gold recruit / 25 gold upkeep
Cavalry - 125 gold recruit / 75 gold upkeep
Now, the actual battles will be done in a different fashion from the other RoC. They will be done more in the fashion of my WWI interactive, with some slight tweaks.
Walls can built around your city and will cost $500 per level of the city they are built around. Thus, if you build them when your city is at level 1, it will cost you an additional 500$ to upgrade to level 2, or your walls will be worthless. They cut the collateral damage done to the city by half, and provide an offensive and defensive bonus to your troops of +10 to whatever they roll. If they roll a 40, it counts as a 50.
If the city has belonged to an enemy faction within the past three turns, you will receive an offensive and defensive penalty of -10 to whatever you roll, as the populace will be unwilling to give you a hand.
There will be some civillian casualties (collateral) taken during a city battle. They will have a standard defense of 50%, which will be multiplied by the enemy's attack, and another number based on how many turns the battle has lasted. For the first turn, the number will be .25. for the second turn, it will be .15. For every turn thereafter, it will have been reduced to .05. Certain things like walls cut down on collateral damage by another half. For each person lost, you will lose 2 gold from your coffers. Say, in the battle, 50 civillians are killed. You lose 100 gold to pay for damages.
The battles:
Defending Units:
----Cavalry – att, 30-99 – def, 40-99
----Archers – att, 35-99 – def, 20-99
----Infantry – att, 25-99 – def, 50-99
Attacking Units:
----Cavalry – att, 40-99 – def, 30-99
----Archers – att, 45-99 – def, 10-99
----Infantry – att, 35-99 – def, 40-99
The attacking unit rolls a die, and this is taken as the number who successfully attack the defending unit. The defense than rolls, and this is taken as the percent who block it. (thus you use the reverse of the defense to determine casualties) The remaining attacks are then multiplied by .35 to get the casualties. I consider this to be more of a luck factor than anything else. Then the defense attacks, but still gets the benefits of a defensive unit. If more than 1/2 of the entire army is killed at once, the army retreats, and is captured. If less than 1/4 are remaining of those who started the battle, the army retreats, and is captured. The exceptions being if there is a friendly army with them, or if they are attacking a city.
The order of battle is simple. Missiles fire first, then infantry engage, then cavalry. When players order a march, they must also set a priority of attack. casualties are not taken until the end of the round for a semblance that it is all happening at once. When archers attack, there is no rebound from the enemy soldiers. However, when cavalry or infantry attack, there is a counterattack done by the enemy using a different roll. ( with infantry, you don’t usually see it, as the counterattack is also the primary attack)( However, the roll for the counterattack is reduced by 30 due to the haste forced upon the unit. Also, due to their morale boosts, the attacking unit receives a plus ten to their defense for the counterattack) There are six round of combat total. Example -
Caliem’s Capital Army marches on Temil‘s Eastern Army.
Missiles priority is Infantry, Missiles, then Cavalry.
Infantry priority is Infantry, Missiles, then Cavalry.
Cavalry priority is Missiles, Cavalry, then Infantry.
Here's an example of a battle with standard priority.
The Battle of Myan-Mar plains
Round 1:
Caliem (offense) vs. Temil (defense)
500 infantry (Caliem) vs. 250 infantry (Temil)
300 archers vs. 400 archers
200 cavalry vs. 400 cavalry
part one: (Archers)
Caliem's archers roll 50 att. Temil's infantry rolls 90 defense. 300 x .5 x .1 x .35 = 5 Temilan Infantry casualties (the result is always rounded off)
Temil's archers roll 97 att. Caliem's infantry roll 42 defense. 400 x .97 x .58 x .35 = 79 Caliem Infantry casualties
part two: (Infantry)
Caliem's infantry roll 40 att. Temil's infantry roll 50 def. 35 Temilan Infantry casualties
Temil infantry roll 60. Caliem infantry roll 70. 16 Caliem infantry casualties
part three: (cavalry)
Caliem cav roll 70. Temil archers roll 40. 29 Temil archer casualties
(counterattack)Temil archers rolls 60 (it was 90, but reduced by 30 makes it 60). Caliem cav roll 50(was 40). 42 Caliem cavalry casualties
Temil cav roll 80. Caliem archer roll 50. 56 Caliem archer casualties.
Caliem archers roll 5. Temil cav roll 85. 1 Temil cavalry casualty
These are tallied in to make round two, and after that, round three and so forth.
It is also possible to fortify regions with castles, castles are the only places where large standing armies can be housed. They can be fortified from a level of 1-3. Castles cost 2,000 gold to build, 1,000 gold to upgrade, and can hold up to 10,000 troops soldiers per level, whereas a city can only house 2000 per level. They can be built anywhere.
When ordering armies to march, name the army itself and its target or its destination. I will path the quickest route there and place the armies location 1 turn’s march from its starting point.
One turn’s marching distance is roughly 250 kilometers.
Castles that are besieged can either be destroyed or occupied. Cities that are captured can either be occupied, sacked or exterminated. Occupying cities keep them under your control. Sacking cities gives you 4 turns worth of it’s income but drops it to a level 1 city. Exterminating a city erases it from the map, gives you 2 turns worth of it’s income, and prompts guerrilla warfare from the enemy nation, and possibly even from your own. There may even be assassination attempts.
Military Orders -
- Build wall
- Build Castle
- March Army
- Occupy / Destroy captured castle.
- Occupy / Sack / Exterminate captured city.
Navy -
Fleets can be bought only at a city that is directly in contact with the water. They will cost 500 per fleet, with 60 upkeep in ports, and 120 upkeep in the open water. They can move at 500 km per turn, and will move in the same fashion as infantry. You can blockade a port city, cutting its trade income by 3/4. Each fleet can hold 2000 men, or 1000 cavalry. (for some combos, thats like 1500 men, and 250 cav, or maybe 1000 men and 500 cavalry). You pick up troops at a port, and can drop them off at any specified coast or city. The morale runs te same as for infantry, If more than 1/2 of the navy is sunk at once, the navy retreats. If less than 1/4 are remaining of those who started the battle, the navy retreats.
The battles here are also pretty simple. I will roll a six sided die for each fleet of each armada, and 5's and 6's will sink an enemy ship. 1-4 will not do any damage. There will only be three rounds of combat for the navy. If the battle is a draw (neither side retreats or is decimated), they both stay put. If it isnt, the winning navy proceeds for its destination, and the losing navy heads for the nearest friendly port. If ships are lost, a cooresponding amount of passengers aboard the ships are lost as well. They will not be lost, however, if the rest of the armada can accomodate that many more passengers, they are not to exceed carrying capacity. (5 fleets lost in a 10 fleet armade carrying 20k people. only 10k soldiers are left in the armada. If there are only 10,000 people on the armada to begin with, the 5 remaining fleets can accomodate all of them.)
For example:
Roman Armada vs Carthaginian Armada.
(Rome)3 fleets vs. (Carthage) 5 fleets.
romans roll 6, 5, and 6.
(So, they have destroyed half the Carthaginian fleet, but the Carthaginians still get to attack, and still have a good chance of winning, as they need only destroy two Roman ships to win.)
Carthaginians roll 4, 3, 2, 5, and 1
(This means they only destroy one Roman fleet before being defeated.)
(The Roman Armada has 2 fleets now, and the Carthaginians have 2 fleets also. But since Carthage has lost more than half of the armada, they retreat, giving Rome the victory.)
Naval Options:
-build fleet
-sail fleets
-blockade port
-attack navy
-pick up troops
-go to so and so area, disembark troops
Joining the Game -
If you’re interested in playing, post here with the civilization of your choice. We will start when an uncertain quantity of people has signed up.
All diplomatic activity should be carried out privately between players. All turn orders should be sent directly to me to be carried out.
I firmly believe we can all have a great time with this. Signups are being taken and Civilizations can start being reserved now.
I personally would like to take the reigns of Kendermoore, which will be placed when I place the first one of your cities.
Also, I will be sending all of you a report every turn.
Those who have joined so far:
Motep - Kal Dynasty Kender - Kendermore
Caius - Cretians - Kydonia
kamikhaan - Byzantines - Khaanstantinople
Ichigo - Spartans - Sparta
Ultrawar - Macedonians - Pella (abdicated, turn 5)
CountArach - Kingdom of Naxos - Naxos
Brave Sir Robin - Athenians - Athens
Draco Leman - Shanovv Clan Tribal League - Varna (defeated, turn 4)
Shlin28 - Rhodes - Rhodes
Tiberius of the Drake - Thebes - Thebes
TruePraetorian - Corinthians - Corinth
map with present factions:
https://i95.photobucket.com/albums/l156/Motep_the_Great/greece_alt_turn_6.jpg
This is a game that Lucjan hosted quite a while back. However, he failed to finish it. Later Cauis would take up the torch, hosting a "part two". Control was then handed off to Crazed Rabbit who finished the game safely and enjoyably (with himself firmly in the lead, I might add)
Background - This is a game of strategy and leadership. Player’s pick a civilization of their choice and lead it to greatness through the art of diplomacy, economics, colonization and warfare. The game begins in a fictional Greece where rather than waves of migrating people settling down to found their cultures, all the civilizations of the world have risen to prominence all at once. This game is not intended to be historically accurate, and instead focuses on fun and gameplay.
Number of Players - There is no limit to the number of player’s that can play the game in total, however, there is a limit to the number of civilizations that can exist, this limit will be imposed when the influence of the game’s combined kingdoms spreads across the whole of the map.
Types of Players - There will be one type of player in the game. Kings, who are in control of an entire Kingdom and can dictate the diplomatic, military, economic and cultural development of their kingdom. Once the map is filled, I might reconsider another option.
Can Players Be Eliminated?- [spoil]Players will never be removed from the game simply by losing their kingdom. If another player is willing to take that player in as a count or duke, they can continue to play, they’ll simply have to work their way back up if they intend to rebuild a kingdom. However, if that player is not accepted within three turns, he or she will be considered "eliminated".
Goals and Winning- The goal is to become the Supreme Emperor of all of Greece. I do mnot care for the voting idea, and simply state that you all have fun with it, and try to worm your way into dominance. I will, however, post the top person at the end of each month, so that we might bow down and grovel.
Playable Civilizations - Any civilization is playable, whether it is historically accurate or not. This game is about fun, not historical accuracy, so consider your only limit to be as far as you can think. Your cities do not even have to be historically accurate, you can have a "skittletopia" if you wish it to be so.
The Map -This is the geographic map we’ll be using for the visual aspects of the game.
https://i95.photobucket.com/albums/l156/Motep_the_Great/greece_alt.jpg
Turns and Reports - Each turn will start at 9am Monday and end on at 9pm Friday, results will all be tallied over the course of the week and the weekend for our later posters. Unfortunately, this schedule cannot always be the case, But I will stick to it as neatly as possible.
Diplomacy - Diplomatic communication is greatly encouraged between players and cooperation may be crucial to some culture’s survival. While player’s may feel free to make any deals in conversation between each other that they want. Diplomacy is done between players only and does not need to be made public unless players choose to make it so.
Other Diplomatic Actions (these have to be pmed to me, so they can be made real)
- Trade Agreement
- Give Money
- Give Troops
- Give Region
- Give City/Castle
- Appoint Duke
- Appoint Count
Economy - The economy in Rise of Civilizations will directly influence the amount of money you make per turn from taxes and trade. Each active city's economies will be rated on a scale of 1-5. This number, multiplied by 200, will give you the total taxes taken from that city each turn. This number can be manually increased by spending twice the current income of a region to upgrade it to the next. Therefore, spending 400 gold will increase a level 1 city to level 2. Trade will give you 100 per turn, multiplied by the number of trade levels. These trade levels are on a scale of 1-6, and can be increased in the same way that economies are.
Culture - You civilizations culture expands simply through settlement. Settling cities is simple, all you need to do is spend 3000 gold on a city to have it become an active, contributing settlement to your tax and trade income, anything less than that places the city on the map, but does not make it economically important enough to be taxed or traded with.
Cultural Actions
- Found a New City
- Settle an Existing City
Military - The military aspect of Rise of Civilizations is handled simply. Players can recruit the following units, with the following costs and upkeeps. All units equal 100 men. These men are subtracted from the populations of the settlements they’re recruited from.
Infantry - 50 gold recruit / 25 gold upkeep
Missiles - 50 gold recruit / 25 gold upkeep
Cavalry - 125 gold recruit / 75 gold upkeep
Now, the actual battles will be done in a different fashion from the other RoC. They will be done more in the fashion of my WWI interactive, with some slight tweaks.
Walls can built around your city and will cost $500 per level of the city they are built around. Thus, if you build them when your city is at level 1, it will cost you an additional 500$ to upgrade to level 2, or your walls will be worthless. They cut the collateral damage done to the city by half, and provide an offensive and defensive bonus to your troops of +10 to whatever they roll. If they roll a 40, it counts as a 50.
If the city has belonged to an enemy faction within the past three turns, you will receive an offensive and defensive penalty of -10 to whatever you roll, as the populace will be unwilling to give you a hand.
There will be some civillian casualties (collateral) taken during a city battle. They will have a standard defense of 50%, which will be multiplied by the enemy's attack, and another number based on how many turns the battle has lasted. For the first turn, the number will be .25. for the second turn, it will be .15. For every turn thereafter, it will have been reduced to .05. Certain things like walls cut down on collateral damage by another half. For each person lost, you will lose 2 gold from your coffers. Say, in the battle, 50 civillians are killed. You lose 100 gold to pay for damages.
The battles:
Defending Units:
----Cavalry – att, 30-99 – def, 40-99
----Archers – att, 35-99 – def, 20-99
----Infantry – att, 25-99 – def, 50-99
Attacking Units:
----Cavalry – att, 40-99 – def, 30-99
----Archers – att, 45-99 – def, 10-99
----Infantry – att, 35-99 – def, 40-99
The attacking unit rolls a die, and this is taken as the number who successfully attack the defending unit. The defense than rolls, and this is taken as the percent who block it. (thus you use the reverse of the defense to determine casualties) The remaining attacks are then multiplied by .35 to get the casualties. I consider this to be more of a luck factor than anything else. Then the defense attacks, but still gets the benefits of a defensive unit. If more than 1/2 of the entire army is killed at once, the army retreats, and is captured. If less than 1/4 are remaining of those who started the battle, the army retreats, and is captured. The exceptions being if there is a friendly army with them, or if they are attacking a city.
The order of battle is simple. Missiles fire first, then infantry engage, then cavalry. When players order a march, they must also set a priority of attack. casualties are not taken until the end of the round for a semblance that it is all happening at once. When archers attack, there is no rebound from the enemy soldiers. However, when cavalry or infantry attack, there is a counterattack done by the enemy using a different roll. ( with infantry, you don’t usually see it, as the counterattack is also the primary attack)( However, the roll for the counterattack is reduced by 30 due to the haste forced upon the unit. Also, due to their morale boosts, the attacking unit receives a plus ten to their defense for the counterattack) There are six round of combat total. Example -
Caliem’s Capital Army marches on Temil‘s Eastern Army.
Missiles priority is Infantry, Missiles, then Cavalry.
Infantry priority is Infantry, Missiles, then Cavalry.
Cavalry priority is Missiles, Cavalry, then Infantry.
Here's an example of a battle with standard priority.
The Battle of Myan-Mar plains
Round 1:
Caliem (offense) vs. Temil (defense)
500 infantry (Caliem) vs. 250 infantry (Temil)
300 archers vs. 400 archers
200 cavalry vs. 400 cavalry
part one: (Archers)
Caliem's archers roll 50 att. Temil's infantry rolls 90 defense. 300 x .5 x .1 x .35 = 5 Temilan Infantry casualties (the result is always rounded off)
Temil's archers roll 97 att. Caliem's infantry roll 42 defense. 400 x .97 x .58 x .35 = 79 Caliem Infantry casualties
part two: (Infantry)
Caliem's infantry roll 40 att. Temil's infantry roll 50 def. 35 Temilan Infantry casualties
Temil infantry roll 60. Caliem infantry roll 70. 16 Caliem infantry casualties
part three: (cavalry)
Caliem cav roll 70. Temil archers roll 40. 29 Temil archer casualties
(counterattack)Temil archers rolls 60 (it was 90, but reduced by 30 makes it 60). Caliem cav roll 50(was 40). 42 Caliem cavalry casualties
Temil cav roll 80. Caliem archer roll 50. 56 Caliem archer casualties.
Caliem archers roll 5. Temil cav roll 85. 1 Temil cavalry casualty
These are tallied in to make round two, and after that, round three and so forth.
It is also possible to fortify regions with castles, castles are the only places where large standing armies can be housed. They can be fortified from a level of 1-3. Castles cost 2,000 gold to build, 1,000 gold to upgrade, and can hold up to 10,000 troops soldiers per level, whereas a city can only house 2000 per level. They can be built anywhere.
When ordering armies to march, name the army itself and its target or its destination. I will path the quickest route there and place the armies location 1 turn’s march from its starting point.
One turn’s marching distance is roughly 250 kilometers.
Castles that are besieged can either be destroyed or occupied. Cities that are captured can either be occupied, sacked or exterminated. Occupying cities keep them under your control. Sacking cities gives you 4 turns worth of it’s income but drops it to a level 1 city. Exterminating a city erases it from the map, gives you 2 turns worth of it’s income, and prompts guerrilla warfare from the enemy nation, and possibly even from your own. There may even be assassination attempts.
Military Orders -
- Build wall
- Build Castle
- March Army
- Occupy / Destroy captured castle.
- Occupy / Sack / Exterminate captured city.
Navy -
Fleets can be bought only at a city that is directly in contact with the water. They will cost 500 per fleet, with 60 upkeep in ports, and 120 upkeep in the open water. They can move at 500 km per turn, and will move in the same fashion as infantry. You can blockade a port city, cutting its trade income by 3/4. Each fleet can hold 2000 men, or 1000 cavalry. (for some combos, thats like 1500 men, and 250 cav, or maybe 1000 men and 500 cavalry). You pick up troops at a port, and can drop them off at any specified coast or city. The morale runs te same as for infantry, If more than 1/2 of the navy is sunk at once, the navy retreats. If less than 1/4 are remaining of those who started the battle, the navy retreats.
The battles here are also pretty simple. I will roll a six sided die for each fleet of each armada, and 5's and 6's will sink an enemy ship. 1-4 will not do any damage. There will only be three rounds of combat for the navy. If the battle is a draw (neither side retreats or is decimated), they both stay put. If it isnt, the winning navy proceeds for its destination, and the losing navy heads for the nearest friendly port. If ships are lost, a cooresponding amount of passengers aboard the ships are lost as well. They will not be lost, however, if the rest of the armada can accomodate that many more passengers, they are not to exceed carrying capacity. (5 fleets lost in a 10 fleet armade carrying 20k people. only 10k soldiers are left in the armada. If there are only 10,000 people on the armada to begin with, the 5 remaining fleets can accomodate all of them.)
For example:
Roman Armada vs Carthaginian Armada.
(Rome)3 fleets vs. (Carthage) 5 fleets.
romans roll 6, 5, and 6.
(So, they have destroyed half the Carthaginian fleet, but the Carthaginians still get to attack, and still have a good chance of winning, as they need only destroy two Roman ships to win.)
Carthaginians roll 4, 3, 2, 5, and 1
(This means they only destroy one Roman fleet before being defeated.)
(The Roman Armada has 2 fleets now, and the Carthaginians have 2 fleets also. But since Carthage has lost more than half of the armada, they retreat, giving Rome the victory.)
Naval Options:
-build fleet
-sail fleets
-blockade port
-attack navy
-pick up troops
-go to so and so area, disembark troops
Joining the Game -
If you’re interested in playing, post here with the civilization of your choice. We will start when an uncertain quantity of people has signed up.
All diplomatic activity should be carried out privately between players. All turn orders should be sent directly to me to be carried out.
I firmly believe we can all have a great time with this. Signups are being taken and Civilizations can start being reserved now.
I personally would like to take the reigns of Kendermoore, which will be placed when I place the first one of your cities.
Also, I will be sending all of you a report every turn.
Those who have joined so far:
Motep - Kal Dynasty Kender - Kendermore
Caius - Cretians - Kydonia
kamikhaan - Byzantines - Khaanstantinople
Ichigo - Spartans - Sparta
Ultrawar - Macedonians - Pella (abdicated, turn 5)
CountArach - Kingdom of Naxos - Naxos
Brave Sir Robin - Athenians - Athens
Draco Leman - Shanovv Clan Tribal League - Varna (defeated, turn 4)
Shlin28 - Rhodes - Rhodes
Tiberius of the Drake - Thebes - Thebes
TruePraetorian - Corinthians - Corinth
map with present factions:
https://i95.photobucket.com/albums/l156/Motep_the_Great/greece_alt_turn_6.jpg