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Rise of Civilizations [Concluded]
Rise of Civilization
This is a strategy game I’ve developed by myself to play very much like a mixture of the Total War, Civilization, and Knights of Honor games. So let’s start with the basics.
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 Europe 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 three types of player’s 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. Dukes, who are given territory by a sponsoring king in return for taking some of the burden of rule off the king’s shoulders by being able to better manage the needs of their regions and relay local issues of importance to the King. And Counts, counts are appointed by either sponsoring kings or sponsoring dukes. They control a single region and are often appointed to deal with specific issues relating to the area, they have the potential to become Dukes if the king feels they are capable enough to be so. Dukes and Counts also act independently of the King, so the King. They may declare war on other Duchies or Counties outside the same kingdom and may freely move through those in the same kingdom. However, be warned, a count or duke who declares war on a foreign duchy or county is effectively declaring war on that entire Kingdom. Kings should be advised only to appoint trustworthy subjects, or at the very least keep them on a tight leash.
Can Players Be Eliminated? - 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.
Goals and Winning - The goal is to become the Supreme Emperor of all of Europe. Once, on the end of the 4th turn of every month, players will be given a report consisting of the top 5 civilizations in the game based on their military, economic, and cultural scores. This report will also include a list of all diplomatic treaties and wars. The top 2 civilizations will be placed into a poll in which all players will be given the chance to vote for a Supreme Emperor of all the civilizations in the game. They have three options, they can vote for either civilization number 1, civilization number 2, or they can abstain from voting entirely. To become Supreme Emperor, you must acquire one of two things. Either a unanimous vote by the 5 top powers on the list, or, you acquire 3/4s of the vote from everybody in the game. In this aspect the game is moderately open ended, as it will only end when a Supreme ruler is elected or only one civilization remains in the game.
Playable Civilizations - Any civilization is playable, whether it is historically accurate or not. This game is about fun, not historical accuracy, and even completely made up civilizations can be used.
The Map - This is the geographic map we’ll be using for the visual aspects of the game.
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.
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. Please make note, only trade agreements need to be relayed to me by both parties involved for the purpose of the news report and so I can calculate income correctly, they are not considered confirmed and do not exist if I don't hear about it from both sides. All other diplomacy is done between players only and does not need to be made public unless players choose to make it so.
Special Diplomatic Situations
- Instinctive National Loathing (This situation arises when two civilizations remain at war with each for more than 8 turns, it makes peace and economic growth an impossibility, as the involved civilizations come to contend with popular movements specifically intended to harm the other side, and the conflict becomes guerilla. This stance only goes away after a ceasefire can be agreed to, and 4 turns have passed following the signing of the ceasefire.)
Other Diplomatic Actions
- 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 citie’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 is also important, all players trade with each other automatically unless requested specifically not to trade with another player, or they are at war. Each trade link adds 5% to the income of that region. So a region with level 2 economy, 3 land routes and 3 sea routes makes 400 + (400 x .30) = 520 gold per turn.
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
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. Example -
Hungary’s Capital Army marches on Austria‘s Eastern Army.
Missiles priority is Infantry, Missiles, then Cavalry.
Infantry priority is Infantry, Missiles, then Cavalry.
Cavalry priority is Missiles, Cavalry, then Infantry.
I will deal with determining the results of all battles, and if requested, will use an online die rolling script to generate die rolls for player reference.
The benefits and problems of the different unit types are -
Missiles always fire first even if the enemy has no missiles, but suffer a 25% loss to their defence efficiency if attacked by infantry or cavalry.
Infantry are the core of most armies and have no particular advantages or setbacks.
Cavalry, in the first round of combat, negate 25% of the enemies defence efficiency due to their first round charging power, but lose 25% of their own defence efficiency due to losing that charging momentum immediately thereafter in the second round of combat, they stabilize in the third round and neither gain or suffer anything.
3 rounds of combat will be tallied before the results are shown to the players. Combat rounds will be tallied in the following way.
For each side, a 100 sided die and a 10 sided die will be rolled for each group of the army, and that is the percent that successfully strike an opponent, then a 100 sided die and a 10 sided die are rolled for the opposing side, that is the percent that block the strike, then the remaining strikes that get through are multiplied by .35, and that is the number of casualties inflicted for that round. 00 and 0 on the die are treated as 0, not 100 and 10.
Example -
Civs - Hungary vs. Austria
Missiles - 1,600 vs. 1,000
Infantry - 10,000 vs. 14,000
Cavalry - 2,000 vs. 800
Round 1 - Missiles
Hungary rolls 0% for missile attack, Austria doesn‘t even need to roll defence.
Austria’s archers retaliate (assuming they posted an identical priority of attack)
Austria attacks with 14% attack efficiency, Hungary rolls a 95% defence efficiency, so Hungary only suffers (1,000 x .14 x .05 {the reverse of the defence is taken to tally the losses rather than survivors}) = 7 deaths. A rather pitiful display by both sides in regards to missile fire.
Round 1 - Infantry
Hungary’s infantry roll 36%, and Austria’s roll 56% defence, Austria loses a total of 1584 infantry. (Again, 10,000 x .36 x .44 = 1584)
Austria’s infantry retaliate with 28%, Hungary rolls a 1% defence, so Hungary suffers 3,881 infantry losses.
Round 1 - Cavalry
Hungary’s cavalry attack for 87%, Austria’s missiles roll 33% defence, but it’s reduced to 17% by the cavalry’s charging power and the fact that they‘re missiles troops and much less prepared for close combat. (2,000 x .87 x .83 ) = 1,444. Since Austria only has 1,000 archers, their missile regiment is completely overrun by the Hungarian cavalry.
Austria’s cavalry attack for 24% efficiency, and Hungary’s missiles defend for 75%, but this is reduced to 36% by the same factors. Austria scores 123 kills.
The casualties are tallied and armies recounted.
Civs - Hungary vs. Austria
Missiles - 1477 vs. 0
Infantry - 6,112 vs. 12,416
Cavalry - 2,000 vs. 800
Two more rounds will continue after this, and then the combat will end, and the player’s will have the option to give new orders to these armies the next turn.
In the event that an army loses 50% of it’s entire force in a single round before reaching round 3, that army will break and route, and the battle will be considered over. The defeated army will retreat one turn’s marching distance and the victorious army will remain where it is.
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. 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 the war to fall to the next level, “Instinctive National Loathing”, but it has the benefit of never coming back to bite you later.
Military Orders -
- Build Castle
- March Army
- Occupy / Destroy captured castle.
- Occupy / Sack / Exterminate captured city.
Joining the Game -
If you’re interested in playing, post here with the name of your top three civilization choices (in case one is already taken and it just hasn’t been updated yet and you didn’t notice), and we’ll start the game on the first Monday of March.
All diplomatic activity should be carried out privately between players and agreed treaties sent to me to be recorded. 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 Civs can start being reserved now.
I personally would like to take the reigns of Poland.
CURRENT PLAYERS
Lucjan - Poland
Seamus Fermanagh - Ireland
Ichigo - England
Caius Flaminius - Iberia
UltraWar - Portugal
HughTower - France
Pevergreen - Rome
Lord Motep of Kendermore - Greece
CountArach - Corsica
Warluster - Holy Roman Empire
Sapi - Russia
Faust| - Scandinavia
Stig - Faroe Islands
GeneralHankerchief - Scotland
Destroyer of Hope - Ottomans
Crazed Rabbit - Egypt
Ignoramus - Anglo-Saxony
Cimmerian - ??
TwilightBlade - ??
Note - Ichigo wants GH off his island. ~;p Just wondering if you'll see this GH. hahaha
Further Notes in Regards to Player Questions
Are casualties worked out simultaneously?
https://forums.totalwar.org/vb/showp...7&postcount=28
How do troops move across water?
https://forums.totalwar.org/vb/showp...4&postcount=38
Garrisons and Attacking Cities/Castles
https://forums.totalwar.org/vb/showp...4&postcount=40
Founding Cities, Requirements and Distances?
https://forums.totalwar.org/vb/showp...6&postcount=44
Brief Notes on Orders and What Players Start With
https://forums.totalwar.org/vb/showp...0&postcount=45
Numerous Questions Raised on Variable Topics
https://forums.totalwar.org/vb/showp...6&postcount=69
Spies?
https://forums.totalwar.org/vb/showp...4&postcount=77
Heartland Provinces and Territory
https://forums.totalwar.org/vb/showp...6&postcount=83
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Re: Rise of Civilizations
Might have a go at this, have to consider my schedule a bit. Projected start date?
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Re: Rise of Civilizations
I'll have a go at this. England would be a nice place to start.
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Re: Rise of Civilizations
We'll be starting on March 5th, the first monday of the month.
I'm Editing the main post now with our first signers. ~:)
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Re: Rise of Civilizations
I'll join.
Preferences:
1. Ireland
2. Norway/Iceland
3. Egypt
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Re: Rise of Civilizations
I'll join.
1. France
2. Spain
3. Netherlands
Ta.
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Re: Rise of Civilizations
We've got a decent list growing, this is going to be good. ~:)
The starting conditions have been decided as such.
To keep an even playing field and allow all the players an equal shot at getting off to a good start, everybody will be starting with the following.
A Level 3 City (Name of your choice, location of your choice.)
20,000 Population
Income (600)
- Upkeep (0)
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= Profit (600) gold per turn.
Starting Treasury 7,500
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Re: Rise of Civilizations
Callsies myself as the Romans! king role
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Re: Rise of Civilizations
This sounds really good. Top three picks: #1: Greeks, #2: Carthage, #3: Visi-goths
If greeks, Ill make the capital Kendermore (the kind will be referred to as lord Motep of kendermore) and place it about where Athens is
If carthage, It will be Solace, about where Carthage was
If Visi-goths, Ill make it Tear, about where Berlin is
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Re: Rise of Civilizations
1. Corsica
2. Sicily
3. Sardinia
I just want to be an island :P
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Re: Rise of Civilizations
I'll play!
Top Three Nations-
1.Holy Roman Empire
2.Prussia
3.Bavaria
And I would like to be king for one of these countries.
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Re: Rise of Civilizations
I'm in (king)
1.Russia
2.Byzantium
3.Turkey
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Re: Rise of Civilizations
So what will the civilisation limit be? We have quite a few kings now..
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Re: Rise of Civilizations
We do have a decent number of players right now, but not too many yet. There's still quite a bit of open space. There's nobody in Scandinavia, Iberia, Anatolia, Africa, the Middle East, Hungary, the eastern steppes (kipchaks, alans, etc).
Mind you it won't be necessary to fill these positions to start the game. But the start date is set for Monday of next week, March 5th, to give us some more time to let these spots potentially fill.
I'll be sending out a pm to everybody today with some minor clarifications on sending me turn orders and how/when I'll carry them out.
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Re: Rise of Civilizations
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Re: Rise of Civilizations
Excellent, 2-3 more players, preferably to take positions in the east, would balance everything out nicely.
EDIT
Here's the current starting positions as they are now.
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Re: Rise of Civilizations
I'm in
first choice: Scandinavia
second: Anatolia
third: Hungary
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Re: Rise of Civilizations
Here's an example of how the map will change throughout the course of the game.
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Re: Rise of Civilizations
This looks very good Lucjan I commend you for your work. :bow:
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Re: Rise of Civilizations
Thank you. I'm getting anxious to start it. :sweatdrop: But I want to stick by the March 5th date.
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Re: Rise of Civilizations
I would like to be the Faroe Islands ~D
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Re: Rise of Civilizations
I'll be fine when ever you start Lucjan. ;)
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Re: Rise of Civilizations
One question: if one nation's infantry attacks first, inflicting 1000 dead out of 5000 enemy infantry, will the enemy infantry attack be calculated with 5000 men or 4000? Seems to be using 5000 would be appropriate.
CR
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Re: Rise of Civilizations
I'm tempted to take Austria or Hungary just to ensure an interesting first few turns, but I'll take Scotland. :yes:
Prefs:
1. Scotland
2. Turkey
3. Sicily
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Re: Rise of Civilizations
I work out the casualties one side at a time because it's easier but don't actually subtract them until both have been rolled while at full strength.
What I mean is, if two players have 5,000, and player one inflicts 800 casualties, player two still works out their kill score with the original 5,000. After both sides have gone with full strength, then I subtract the losses.
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Re: Rise of Civilizations
What year it is?Can I discover america :grin:
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Re: Rise of Civilizations
Good Idea Lucjen, it's nice to see something other then mafia here.
1. Ottomans
2. Kipchaks
3. Scilly
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Re: Rise of Civilizations
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Re: Rise of Civilizations
Hmm, I'll go:
1) Egypt
2) Steppe Tribes (something northeast of the black sea?)
3) Carthage (it's not historical, after all)
Crazed Rabbit
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Re: Rise of Civilizations
Can you transport troops across water?
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Re: Rise of Civilizations
No! :laugh4:
Im guessing so (Sardina, Italy,Britan etc. plus in the map, Britan raided denmark.)
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Re: Rise of Civilizations
Quote:
Originally Posted by pevergreen
No! :laugh4:
Im guessing so (Sardina, Italy,Britan etc. plus in the map, Britan raided denmark.)
Well I meant HOW do you transport troops across water.
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Re: Rise of Civilizations
Quote:
Originally Posted by Faust|
Well I meant HOW do you transport troops across water.
Quote:
Originally Posted by Lucjan PM
To save on complication, as there's a lot to the game already, it won't actually be necessary to construct navies but armies will cross water as if they were on a fleet. If armies engage at sea, missile troops work the same and infantry can board so they work the same, but cavalry lose their special abilities and fight solely as infantry.
Here.
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Re: Rise of Civilizations
Awww :( There goes my pirating idea.
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Re: Rise of Civilizations
Come now CountArach! You can still be a pirate! Sack enemy coastal cities, withdraw, head further down the coast and do it again! Sure pulling out so fast like that means you'll lose actual control of the city, but you get 4 turns worth of its income. Pirating is a very real possibility.
I just wouldn't expect other players not to come after you for it. ~;) Or, in that respect, keep castles with large garrisons near important port cities.
Cimmerian, sorry but as of right now, Pever only has 1 city and can't bestow a duchy or county until he has more. I can grant you your own kingdom in a different section of Italy, or you can wait until Pever founds new cities after the game starts and see if he'll be kind of to duke you ~;).
Crazed Rabbit and Destroyer of Hope, thanks for adding some more meat to the east. ~:)
I also noticed something else that I accidentally left out of the first post.
City Garrisons - While castles provide the largest garrisonable spaces on the map, they're not the only ones. Cities can also be garrisoned, but to a lesser degree. Whereas castles can hold 10,000 troops for every level, cities can only hold 2,500 per level.
So the maximum level 3 castle can garrison 30,000 troops, while the maximum level 5 city can garrison 12,500 troops.
However, both cities and castles have the added bonus of their garrison troops receiving +5% to all defense rolls, and missile troops receiving +5% to all attack rolls.
Prolonged sieges will be left out of the game due to the real time length of each turn.
EDIT - We'll worry about the possibility of discovering America after Europe has been fully settled. ~;) I'm not saying it won't be possible...but it might make the scope of the game too large for one man to handle running.
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Re: Rise of Civilizations
Cimmerian has informed me he will wait for a duchy of mine. We are RL friends and will communicate like that sometimes. He is too lazy to post while playing the helicopter game :whip:
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Re: Rise of Civilizations
Quote:
Come now CountArach! You can still be a pirate! Sack enemy coastal cities, withdraw, head further down the coast and do it again! Sure pulling out so fast like that means you'll lose actual control of the city, but you get 4 turns worth of its income. Pirating is a very real possibility.
I'm tempted to just go in and destroy cities :P
I can recolonise the land later right?
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Re: Rise of Civilizations
Yes you can recolonise later. As soon as the next turn later actually, but the wisdom in that would depend on the proximity of angry enemy armies.
And that's fine pevergreen.
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Re: Rise of Civilizations
Ok!
I know I said the game would start March 5th, but I'm as eager as any of you to get into this.
So, I'm willing to start the game tomorrow. Frday, March 2, for a couple reasons. Firstly, I'd like to be able to answer any and all questions that may arise during actual play over the course of this weekend so we can all be sure of everything and have any potential issues hammered out early on. Secondly, I'm as eager to start as any of you.
I'll officially start accepting turns tomorrow on March 2nd,
and the first turn will end on Friday March 9.
Also, Faust brought up an interesting question in a pm that I think should be adressed here.
Quote:
Hello Lucjan,
One question about your game: What are the requirements for founding a city? For example, say my first city is in Denmark. What is stopping me from immediately founding a city by the Black Sea, or wherever I please?
Faust
My responce was --
Quote:
Distance and all the game mechanics related to it is to stop you.
Movement of armies and settlers is only up to 250 kilometers per turn. That and common sense as well. The farther apart your newer cities are the harder it will be and the longer it will take to reinforce them with troops from older, more populace cities.
Cities are settled in groups of 1,000 settlers, each costing 1,000 gold to send. A city requires 3,000 people to be large enough to collect taxes, if it ever drops below 3,000, it stops being profitable until the population comes back either by time or it's resettled.
That and cities don't have infinitely extending boundaries, as shown in the preview maps, if you found a city 1,000 km from your next nearest city, it will take 4 turns for the settlers to arrive, it will acquire no trade as it won't be connected to anything (unless it's a port city), will be very difficult to reinforce, and will be subject to the whim of the nearest enemy civilization.
Overall, it's more of a hassle than it's worth to try to spread yourself far and wide before you have any kind of a localized homeland or financial stronghold from which to do so, and could potentially mean an early defeat.
If your first city is, for the sake of argument, Copenhagen, it would benefit you to stay in the regions of northeastern germany, mainland denmark and the southern tip of sweden to consider your first colonies.
EDIT - In the unlikely event that my pm box fills and you can't get through to me on the .org, send any orders to lucjian@yahoo.com (yes, intentionally misspelled from the proper pronunciation used here on the .org) ~;)
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Re: Rise of Civilizations
Sorry for the double post, but a few players joined in after this was sent out and I just want to make sure it's available for everybody just in case. Those who already have this, scroll down anyway to read the note at the bottom.
Quote:
Just to clarify some minor things, sending orders in Rise of Civilization is easy. All you need to do is send me a PM with any of the things you want done, and I'll go about subtracting all the necessary expenses and working out your new treasury, upkeep, etc.
Diplomatic conversation between players is encouraged and will most likely be necessary for neighbors and allies, but I only need to know when actual treaties are agreed upon.
Here's a list of orders you could make.
Stances and Treaties
(For alliance, NAPs and trade agreement I need both players to confirm it with me.)
- Alliance
- Non Aggression Pact
- Trade Agreement
- Peace
- Ceasefire (for x number of turns)
- War
- Instinctive National Loathing
Other Diplomatic Actions
- Give Money
- Give Troops
- Give Region
- Give City/Castle
- Appoint Duke
- Appoint Count
Cultural Actions
- Found a New City (1,000 gold per 1,000 settlers)
- Settle an Existing City (1,000 gold per 1,000 settlers)
Military Orders -
- Build Castle (2,000gold start, 1,000 gold upgrade)
- March Army
- Occupy / Destroy captured castle.
- Occupy / Sack / Exterminate captured city.
Also -
All players will start the game with the following.
A Level 3 city, their capital, with a population of 20,000.
Taxes/Trade = +600
Upkeep = -0
Current Treasury = 7,500
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Re: Rise of Civilizations
I know, this isnt started...yet
So, If UltraWar agrees, I propose an alliance with trade agreement
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Re: Rise of Civilizations
Lucijen could you you update the map with mine and rabits starting positions?
By the way your link is broken.
Thanks :bow:
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Re: Rise of Civilizations
I'll play as the Anglo-Saxons(Northern England of course).
Do you want me to get off your island too Csar?:laugh4:
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Re: Rise of Civilizations
Quote:
Originally Posted by Ignoramus
I'll play as the Anglo-Saxons(Northern England of course).
Do you want me to get off your island too Csar?:laugh4:
Don't you think it will be a little crowded?
Oh and GET OFF MY FRICKEN ISLAND YOU YOU AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: Rise of Civilizations
Later in the game I am looking to hire out my ability as a pirate. If anyone has a good prospect for me, then please feel free to PM me!
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Re: Rise of Civilizations
Twilightblade is going to join my Roman team (it is growing nicely),
He should have PM'ed you already.
Another RL friend, who signed up today, wants to be involved, but not over the top involved. Oh, he plays mafia. :yes:
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Re: Rise of Civilizations
Don't know what's going on with that broken link, I'll take a look at it.
Here's the most up-to-date map. ~:) Please note the moves I've receieved already won't be shown until the end of turn 1 (Friday this coming week), most likely going up Saturday afternoon.
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Re: Rise of Civilizations
Lol, the British Isle are going to be incredibly bloody. Nothing like a good bit of pirating to tip the balance in your favour *cough*
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Re: Rise of Civilizations
Right, have we started yet? Presuming you're telling us what our first city is by PM? Though I imagine that mine will be Paris...
I have these questions:
- Is there a limit to the orders I place each turn?
- When did the financial benefits of my actions kick in - e.g. I found a new city in Turn 1, do I find that my income (if I've put 3000+ settlers in) will rise at the beginning of turn 2?
- Do I just tell you what new city I want to found, say, Dijon etc?
- Do domestic trades routes count as well as foreign ones - eg if I found Dijon, do I get my 5% trade bonus in Paris & in Dijon?
- Are we all Kings then?
- What is the relevance of population other than to settle with?
- Do I ask enough questions?
:help:
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Re: Rise of Civilizations
How big are the sea regions - could I, Egypt, trade with Greece, Italy, Corsica?
Also does the terrain affect the founding of cities - like the desert I am surrounded with?
Crazed Rabbit
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Re: Rise of Civilizations
Quote:
Originally Posted by Caius Flaminius
I know, this isnt started...yet
So, If UltraWar agrees, I propose an alliance with trade agreement
I agree to your well crafted proposal and may our great Iberian Nations grow and prosper from this.
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Re: Rise of Civilizations
Lucjan, I can't see the latest map.
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Re: Rise of Civilizations
wait, wait, wait...did you start the game yet?
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Re: Rise of Civilizations
Quote:
Originally Posted by Ignoramus
Lucjan, I can't see the latest map.
Don't worry you won't be on MY little island for too long Ign. ~;)
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Re: Rise of Civilizations
I publicly announce my support for Ichigos claim to the British isle.
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Re: Rise of Civilizations
Thats a bold move this early on...
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Re: Rise of Civilizations
That won't do any good because where youy are, Englands like a millenium away.
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Re: Rise of Civilizations
I know. i will send them aid as time progresses, although i am unable to do so now.
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Re: Rise of Civilizations
Quote:
Originally Posted by Caius Flaminius
So, If UltraWar agrees, I propose an alliance with trade agreement
Do we have to publicly announce Alliances and such?
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Re: Rise of Civilizations
Do we have starting troops?
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Re: Rise of Civilizations
Quote:
Originally Posted by Ichigo
Do we have starting troops?
Probably not, it would have been mentioned.
I don't think that we have to publicly declare alliances and such. He did mention that this information will be made available as time progresses.
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Re: Rise of Civilizations
Alliances/NAPs etc. are not public, but if you break one that is made public knowledge.
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Re: Rise of Civilizations
Ok, just got out of work, so I'll answer everybody's questions.
Firstly, HughTower.
Quote:
Right, have we started yet? Presuming you're telling us what our first city is by PM? Though I imagine that mine will be Paris...
I have these questions:
Is there a limit to the orders I place each turn?
When did the financial benefits of my actions kick in - e.g. I found a new city in Turn 1, do I find that my income (if I've put 3000+ settlers in) will rise at the beginning of turn 2?
Do I just tell you what new city I want to found, say, Dijon etc?
Do domestic trades routes count as well as foreign ones - eg if I found Dijon, do I get my 5% trade bonus in Paris & in Dijon?
Are we all Kings then?
What is the relevance of population other than to settle with?
Do I ask enough questions?
Yes, I got anxious to start and announced I'd be starting the game a few days early for the very sake of answering questions like this. ~;) However, the end date of the first turn has not changed, and remains Friday, March 9th.
Some of you specified first city locations, others didn't, so for those who didn't, I simply placed it at a reasonable starting position according to the medieval time period.
There is no limit to the orders you can place each turn.
If you order the founding of a city or beginning of a trade agreement, or another player sends you money, etc in turn 1, then all of those things go into effect on turn 2.
What you will find if you found a 3,000 settler city on turn one, is that your treasury, according to settlement costs, will have dropped 3,000 gold, BUT, you will now have a level 1 economy city that will provide you with 200+ (depending on trade) gold every turn. So cities are basically lump sum investments that pay themselves back in installments, but do so perpetually, unless you lose them to an enemy player.
If you want to found a new city, just tell me, give me a name (doesn't have to be real), and a comparable location to a real city. Say you want to found the city of Hugh, with 3,000 settlers, where Nice is today, that's all I'd need to know.
Domestic trade routes count, yes, and yes, you get the bonus in both cities.
You're all kings so far, but Pevergreen is Duking a player this turn.
Without significant population, cities don't pay taxes or collect income from trade, and your population determines how many soldiers you can field. When you hire soldiers, unless you purchase them from another player, (In which you'd tell me to send them x amount of gold and they tell me to send you x number of soldiers from "city y".), the city you recruit the soldiers in drops in population equal to the number of soldiers you recruit. So basically, without population, you can't have soldiers, so you can't fight.
And lastly, questions are good, they get answers which hopefully clear up all confusion. ~;)
To Crazed Rabbit
Quote:
How big are the sea regions - could I, Egypt, trade with Greece, Italy, Corsica?
Also does the terrain affect the founding of cities - like the desert I am surrounded with?
First, the distance between civilizations does not matter in terms of sea trade. It only matters when moving armies over the sea, in which case they move up to 250 kilometers a turn.
As for terrain affecting the founding of cities, I honestly hadn't thought of that. Although large cities in the middle of the Sahara are about as likely as Fidel Castro turning Cuba into a democracy before he croaks, it can't be denied that there were large concentrations of nomadic people in the area then and still, to a lesser degree, are today. So let's say that, for the sake of argument and giving our desert dwelling players an equal oppertunity, we'll allow the settlement of these desert lands with "cities" to recognize the prevelance of nomadic people in the area.
To Ichigo
I didn't start anybody with troops as I didn't want to start anybody with an initial financial burden they may not have wanted. Disbandment of troops is just as easy as hiring them, and when you do, the region they're in gets the population boost, but I thought it better to not have any of you brits trying to squash each other on turn 1. ~;) Just to make sure you all had a fighting chance.
And to Pevergreen
My initial inclination in regards to NAPs and Alliances being public knowledge were to allow the following.
1 - Players spilling the beans all on their own is fine.
2 - Knowledge of the immediately affective political playground.
Example of what I mean - Scotland would know about anybody dabbling in the affairs of their immediate nieghbors, the Anglo-Saxons, the Irish and the Faroe Islands.
However, if, say, England, who is effectively the neighbor of Scotland's neighor, and therefore just far enough away to not be within the immediate realm of Scotland's politicing this early, makes any deals, the Scots won't have a clue.
Also, "neighbors" with huge distances between them, i.e. Iberia and France, or Poland and Russia, will have no clue about any of this until they get closer to each other's civilizations.
I believe this is reasonable.
Also, breaking of any alliances or NAPs will be made public knowledge, as well as the reason. Two nations may simply choose to amiably part ways as the reason for their alliance no longer affects them, and that will be made known. But if somebody maliciously stabs an ally in the back, that will also be made known.
I hope I've answered everybody's questions for the moment, if there are any more. Please, let me know. ~:)
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Re: Rise of Civilizations
Okay.
Firstly (and as my knowledge of european distance is flawed) could you show on a map the maximum movement for an army each turn?
Secondly, can we make it that alliances that have been broken peacefully are not made public knowledge if they weren't to begin with?
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Re: Rise of Civilizations
Statement of Intent
The Russian Empire declares the following territories to come rightfully under its control. It further declares that it will never cross these borders into the territory of another kingdom without prior provocation.
The Russian Empire wishes it to be known that it is willing to be a benevolent friend; but also a tenacious enemy. Any military incursion into areas of the Russian heartland (outlined in red) will result in Instinctive National Loathing and a fight to the very death. Any kingdom which harbours such enemies of the motherland shall likewise be destroyed.
Any kingdom which wishes to become allied with the Russian Empire may claim either an Alliance or a Non-Aggression Pact and a Trade Agreement simply by agreeing to the Empire’s natural right to the control of the areas outlined above.
Czar sapi
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Re: Rise of Civilizations
Quote:
Originally Posted by sapi
Alliances/NAPs etc. are not public, but if you break one that is made public knowledge.
There go a :gah:
:gah:Worthy
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Re: Rise of Civilizations
Perhaps we should have a poll in regards to diplomacy and its availability to players as common knowledge?
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Re: Rise of Civilizations
Note - The map on Page 1, Post 1 of this thread has been updated to show all current starting locations (prior to orders) and a scale at the left hand side depicting 250 km according to the scale of the map we're using, as some players were a little unsure of how far 250 km was.
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Re: Rise of Civilizations
Quote:
Originally Posted by sapi
Statement of Intent
The Russian Empire declares the following territories to come rightfully under its control. It further declares that it will never cross these borders into the territory of another kingdom without prior provocation.
what a mighty weapon photoshop can be :beam:
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Re: Rise of Civilizations
Quote:
Originally Posted by Lucjan
Perhaps we should have a poll in regards to diplomacy and its availability to players as common knowledge?
I'd say let the negotiators decide public or private. If public, post it for everyone. If private, have it learnable at a fee -- spies etc.
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Re: Rise of Civilizations
I've heard the prospect of spies mentioned twice now and haven't really said anything myself on it..
My stance on spies is - players can do that themselves. ~;) That's really the best way, in my personal opinion, to represent that.
If you want to know who somebody is allied to, ask whoever marches an army that way first. :laugh4: Because I can almost guarantee as soon as someone marches a large army at someone, the word between allies will start buzzing about and troops will start moving. So if, say, the HRE marches towards France on turn 4, and on turn 5 we see France, Spain, and Rome all mobilizing forces, there's really only one question that remains. Who is marching in France's defence, and who is marching to snatch a chunk from France's behind?
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Re: Rise of Civilizations
I would never invade France (only if there askign for it!)
I have no thoguths for now, and I wish all Kings luck (Including SUltans-Tsars,etc,etc)
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Re: Rise of Civilizations
Is there a certain percent of our first city's population that we draw from to recruit troops?
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Re: Rise of Civilizations
Pirating - Price Guide
I have decided to go ahead with my pirating idea. It could add some interesting situations to the game. However, I am going to put myself up for hire. The prices for which are as follows (Don't worry, there will be examples at the end :wink: ). Note that all prices are negotiable, and subject to change.
Base Price
Size of city - Price:
Quote:
Size 1 - 600 Gold
Size 2 - 1000 Gold
Size 3 - 1600 Gold
Size 4 - 2400 Gold
Size 5 - 3500 Gold
In addition to this you must pay for 1 turn worth of the upkeep of the size of the army that you choose for the raid (See below).
Price Modifiers
If the raid takes me inland then it costs you an extra 50% of the base price, due to the risk involved.
Attacking the capital costs an extra 50% of the base price
Attacking a region with a castle in it costs an extra 50% of the base price.
If I fight a battle you must pay the equivalent value of the men that I lost within that battle.
If the area I am fighting falls within my homelands or sphere of influence then I will do the mission for half the price if you leave the land unoccupied and I am able to recolonise it later.
Late payments will not be tolerated! If you have not paid two turns after I have attacked the person, I will reveal that you commissioned the attack, and I will raid several of your towns, as well as offering my services at half price to the person you commissioned the attack against. So pay back on time!
Army Selection
When commissioning a job you will get a selection of the troops currently available. The list will be updated each turn. As said you must pay 1 turns worth of upkeep for the units you hire out. The minimum number of men at the moment that can be hired is 500.
Notes on Diplomacy
I am willing to take both sides of a conflict. If someone hires me to fight you, what better way to get back at them than to commission me to raid some of their cities? In cases such as this I will enter negotiations and the highest bidder will win.
I will not attack my allies at any time, well at least not without a large amount of money being offered :wink:
If you wish you can negotiate paying tribute with me to make yourself exempt from my wrath. This will only be broken for a really good price. My word is good on this one.
You can ask to remain annonymous, though I reserve the right to tell who commissioned the attack if I so wish, without any reason.
Notes on Homelands and Sphere of Influence
Homelands are locations that I have deemed to be worth of inhabitation by "true" Corsicans. They are all islands in the western Medditerranean and are as follows:
Corsica
Sardinia
Sicily
Malta
Balearic Isles
My sphere of influence is the area over which I like to be involved and will consider establishing colonies. As said, any jobs commissioned in these areas will be done at half price, however I will want a personal guarantee that you will defend me in case of attack, which is likely in places such as this. They are as follows:
Crete
Rhodes
Cyprus
Southern Italy
Southern France
Eastern and Southern Iberia
North Africa from Cyrene West
Examples
There are three players in all of these. Player A, Player B and Myself.
Example 1
Player A commissions me to attack a Port City of Player B. It is level 2, and outside my sphere of influence. He chooses to attack with 1000 Men, all of which are Infantry.
First off he pays me the upkeep cost of the infantry. This needs to be paid in advance. The total is 250 Gold. Then I conduct the raid. First I declare war on player B, then I move my soldiers onto the port town. There is no garrison or local soldiers, so I destroy the town. At this point he needs to pay me 1000 Gold for the job.
Example 2
This time Player A wants me to attack a level 3 city of Player B, however it is inland. Yet the good thing for Player A is that the city falls withing my sphere of influence and he has agreed to let me colonise the land. He chooses to attack with 500 men this time, however they are all cavalry. This is 375 Gold that needs to be paid in advance.
The pricing of the rest is as follows:
Level 3 City 1600 Gold
Inland + 800 (Half of Base)
Total 2400 Gold
Inside sphere of influence is half price
So total is 1200 Gold.
So yeah, any questions?