For many of you, you will not have been around long enough to experience this game. Started by Lucjan and continued by Crazed Rabbit, Rise of Civilisations sees a group of players take control of fledgling nations and struggle for dominance in an area of Europe.
Part 1 will see players struggle for control of the British Isles. Each turn players send in orders to pevergreen, who will process them, send results back to each player and then post an end of turn post, featuring the news and an updated map.
The map:
Spoiler Alert, click show to read:
The orange line on the map is how far one turns movement is.
I am limiting this game to 11 players, and as in the previous RoC games, the host will be a player.
Each player, to be accepted as a sign up, must state they wish to play, pick a colour/colours (two maximum, must be unique) and choose a starting location and name for their city.
Players: 1/11
pevergreen
Crazed Rabbit
Centurion1
Cultured Drizzt Fan
Last edited by pevergreen; 05-22-2010 at 02:39.
Originally Posted by TosaInu
The org will be org until everyone calls it a day.
Originally Posted by KukriKhan
but I joke. Some of my best friends are Vietnamese villages.
Originally Posted by Lemur
Anyone who wishes to refer to me as peverlemur is free to do so.
Each player starts with a level 3 city, that has 5000 population. The player also starts with 7500 gold.
Possible orders:
Spoiler Alert, click show to read:
Upgrade city
Found new city
Upgrade city defences
Buy city offer (off another player. May be done in public/private)
Sell city offer (to another player. May be done in public/private)
Upgrade technology
recruit new units
recruit new general
move army
Attack enemy army
Besiege enemy city
Attack enemy city
Move general
Break off siege (attacker only)
Demand surrender (with/without terms. May be done in public/private)
Offer surrender (with/without terms. May be done in public/private)
Attack city (attack only)
Sally out (defender only)
Form diplomatic deal (can be anything two players agree on) (May be done in public/private))
Declare War (May be done in public)
Offer peace (May be done in public/private)
Cease trade
Open trade
How to found a new city and upgrade/improve existing city
Spoiler Alert, click show to read:
Inform the host of the following things.
The location of the new city.
How many settlers are going, and from which settlements.
What level you would like the new city to be.
All upgrades and improvements are instantaenous and may be done in quick succession.
For example: You may found a city, a full moves north of City X. 1000 people from City X will go to the new settlement, named City Y. I'd like the new city to be level 3.
Providing you have the funds, you could potentially found a level 10 city straight away!
Costs are given later.
Movement:
Spoiler Alert, click show to read:
Armies:
Armies can march the move limit every turn. When crossing water, armies can not engage. An army can hold a beach and force a landing enemy to lose 10 from their attack and defence rolls.
New cities:
The settlers can only move as far as an army can march.
Generals:
Generals have no movement limit, they may move as far as they want.
Recruiting units
Spoiler Alert, click show to read:
Cost to recruit 100 infantry: 100 gold/50 gold upkeep
Cost to recruit 100 ranged: 100 gold/50 gold upkeep
Cost to recruit 100 cavalry: 250 gold/100 gold upkeep
For each 100 men recruited, 100 will be taken away from the population level in the city it is recruited from.
Income
Spoiler Alert, click show to read:
Trade:
Internal trade is simply your combined city levels times 10, once you have more than 1 city. If you have 10 level 1 cities, you have the same amount of internal trade as two level 5 cities.
External trade is the combined city levels of all trading partners you have times 5.
Taxes:
Tax rates have a base that is determined by city level. There is also a bonus. 1% of your population level is added as gold per turn.
You don't need to read the following sections, but it will help you understand how the game works. It also contains information on the technology levels, city levels, battles and so forth take place.
Battle mechanics
Spoiler Alert, click show to read:
Calculations:
Spoiler Alert, click show to read:
Forces that are 10% or smaller of the opposing force are automatically taken prisoner.
Three types of troops.
Infantry:
Ranged: Is not attacked back unless other group is also ranged. If attacked by infantry or cavalry, loses 25 from the defend roll.
Cavalry: Add 25 to the attack roll.
Combat consists of 3 phases. Each phase, each type of troop attacks once. Players designate which group they target.
Random number is rolled for attacking side. This is the attack roll. Defender rolls, this is the defence roll. This roll can only go to 100.
The difference between the attackers roll and the defenders roll, then halved is the percentage that the losing player loses of him men. Ranged units are not harmed if the defender rolls higher, unless the unit it attacking is ranged.
Example: attacker rolls 60, defender rolls 50. Defender loses 5% of his men.
In the event of a multi force battle, orders must reflect who you will attack
example:
My infantry will target: Bob's ranged, John's ranged, Bob's Cavalry.
Flanking
Spoiler Alert, click show to read:
At the start of the battle, the player may place as much of his infantry and cavalry in a flanking move as he wants. The units that are flanking are not targeted by normal attacks. They do not feature in the morale calculations either. If the enemy flanks as well, the two flanking forces fight each other in all 3 rounds. If only one side flanks, the forces turn up in phase 2, and gain an extra 15 to their attack rolls, which are calculated separately. If the flanking force meets another flanking force, infantry will attack infantry and cavalry will attack cavalry.
Example orders:
My infantry will target: ranged, ranged, cavalry
My ranged will target: cavalry, cavalry, cavalry
My cavalry will target: infantry, infantry, infantry
I send 300 of my infantry and 900 of my cavalry in my flanking force.
My flanking infantry will target: cavalry, ranged
My flanking cavalry will target: ranged, ranged.
Morale
Spoiler Alert, click show to read:
Each force starts the battle with 10 morale points. When a force reaches 0, they flee or if it is a besieged force, surrender.
Each phase, up to 6 attacks take place between the main forces of each side. (player 1 ranged, infantry cavalry, player 2 ranged, infantry, cavalry) If in any of these attacks, a player loses more than 25% of the group that was attacked/attacking, he loses a morale point. If the main force is outnumbered by more than 50% of itself, it loses a morale point before the fight starts, while the outnumbering force gains one. If the force is only half the size of opposing force, the smaller side loses two morale points, the larger side gains two. Flanking forces do not count towards the main force's morale count, but feature their own. If the main force flees, the flankers flee as well. If the flanking force flees, the main force suffers a loss of two morale points. A besieged city loses one point of morale per turn it is under siege, but does not suffer an outnumbering penalty.
Generals:
Spoiler Alert, click show to read:
Generals
You can recruit a general for 100 gold. A recruited general is given a random number between 1 and 10 for each stat. If you do not recruit a general, you will be given one at the first time one is needed for an army, its stats will be rolled between 1 and 5 though. You may only have one general per army but the generals themselves may be transported between armies/cities instantaneously. However, besieged cities can not be moved into or out of.
Generals have a number of stats, that range from 0 to 10.
Morale: Each point adds
Flanking: Each point adds 2 to the attack roll of flanking forces. it also increases the damage done to the opponents flanking force (if there is one) by 1% (calculated after normal rolls)
Attack: Each point adds 2 to the attack roll of all non flanking forces.
Defence: Each point adds 2 to the defence roll of all non flanking forces, It also decreases the penalty to ranged in melee by one point for each point.
Siege: Each point increases the attack/defence roll while besieged. At 5 points or higher, the city can last another turn. At 10 points, it can last another 2 turns.
Siege attack: Each point increases the attack roll by 1 when besieging.
Sieges
Spoiler Alert, click show to read:
A besieged city does not contribute tax, trade (internal or external), may not be upgraded, sold or bought to any player but the besieger. Any units inside, including generals, may not leave, but may sally out.
Cities last for as long as their defences and general allow them to. Once the siege length is elapsed, the attacker may choose to do one of two things.
1. Raze city
2. Occupy city
With the troops/generals inside, if any, the attacker may choose to let them go or execute them.
The defences a city may have are added to the defence rolls if the attack chooses to assault the city. If the defender sallies out, no defensive bonus is added. In all siege battles, the defending city ranged units, if any, gain a +5 bonus on their attack rolls, thanks to the extra height. If a defending force falls to zero morale, they will surrender the city, or break off the siege, depending on which side it is. If the attackers break off the siege, the defenders sit tight and do not gain the option to capture them.
When being assaulted or sallying out, the defending force gains a percentage of its population as infantry. The percentage is controlled by the city level.
Technology:
Spoiler Alert, click show to read:
There are three trees of Technology.
Civil: Goes to level 6
Attack: Goes to level 5
Defence: Goes to level 5
Each civilisation starts at level 0. The bonuses for each technology level are given as you research them. Each is instantaeous.
The cost is:
Civil:
(each line is a level)
Spoiler Alert, click show to read:
2000
3000
4500
6250
8125
10000
Attack/Defence
(each line is a level)
Spoiler Alert, click show to read:
1500
2500
4000
6000
8000
City levels (includes costs, bonuses and city upgrades)
Spoiler Alert, click show to read:
Last edited by pevergreen; 05-21-2010 at 09:17.
Originally Posted by TosaInu
The org will be org until everyone calls it a day.
Originally Posted by KukriKhan
but I joke. Some of my best friends are Vietnamese villages.
Originally Posted by Lemur
Anyone who wishes to refer to me as peverlemur is free to do so.
A couple quick questions:
Where's the list that shows city population by level, and how do cities gain population?
EDIT:
So I'd like my starting city to be on the east coast of Ireland as indicated, and named Dundalk:
Spoiler Alert, click show to read:
CR
Last edited by Crazed Rabbit; 05-21-2010 at 20:28.
Ja Mata, Tosa.
The poorest man may in his cottage bid defiance to all the forces of the Crown. It may be frail; its roof may shake; the wind may blow through it; the storm may enter; the rain may enter; but the King of England cannot enter – all his force dares not cross the threshold of the ruined tenement! - William Pitt the Elder
A couple quick questions:
Where's the list that shows city population by level, and how do cities gain population?
Each turn, a city gains a percentage of its existing population on top. The percentage is dictated by the city level. However, there are no requirements for city levels, so you could have a level 10 city with 10 population
Originally Posted by TosaInu
The org will be org until everyone calls it a day.
Originally Posted by KukriKhan
but I joke. Some of my best friends are Vietnamese villages.
Originally Posted by Lemur
Anyone who wishes to refer to me as peverlemur is free to do so.
Bookmarks