Rise of Civilization
This is a strategy game Lucjan had developed 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 choice.We will start when an uncertain cuantity of people had signed up.
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 Iberia.(Yes, again!)
Also, I might be sending a link when there will be the economy report by every turn.Its an online spreadsheet.
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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