View Full Version : Rise from Medieval Kingdoms IV: City-States of Terraxilla (Pregame Thread)
Splime Aug 13, 2007, 11:31 AM This is the pregame thread for RfMK IV. This is designed for me to get feedback about rules and similar things. This is now for sign-ups. The next few posts are the rules of the game, along with the map.
Also, this thread has a poll over whether magic should be in the game.
Splime Aug 13, 2007, 11:33 AM http://forums.civfanatics.com/uploads/59830/banner001.png
This game bears some similarities with previous games in the Rise from Medieval Kingdoms games series, (referred to as RfMK) though also has some large differences. As such, it is recommended that you read the rules, even if you are a RfMK veteran. Notable differences include an overhaul of the stats system, a simulated “Old World/New World” system, and a custom, non-Earth map. Also, the starting time is vaguely defined this time, but it is essentially early medieval technology.
The continent of Terraxilla was the site of a new development in the world. The former system of small tribes has now been succeeded by city-states rising, and large clans solidifying. Technology has improved to the point where basic “medieval” technology has been achieved. The city-states have ensured the protection of its people, and given them better lives, especially when compared to the “barbarian tribes” that wander around in the other habitable areas that aren’t fortified by city-states.
Each city-state has its own great leader, who has his/her own bonus that he/she gives to the city, making it powerful in special areas. While many of the city-states are despotically ruled, some are “republics”, though the ruling councils aren’t always chosen by the people… City-states have also been competing for resources, and wars have come up every so often. Finally, the developments get to a point where the city-states control a decent amount of land outside of the city walls, which is where RfMK IV begins.
OK, the rules of RfMK are fairly complicated, so there will likely be a walkthrough later on if popular demand requests it. These rules will be divided into three parts: The Map, The Stats, and The Orders. Then, there is a fourth section, involving joining the game. More Details will be below.
The Map of Terraxilla is what shows you who controls what territory. Borders are usually a thin black line, though disputed borders bay not have a line at all. Capitals are small black dots with white outlines, and regular cities are regular black dots. If you lose your capital, it will severely harm stability, economy, and military.
Another type of dot that can be seen is a resource center, which is a black dot with a red outline. These count as cities, but give a large boost to economy, and possibly military. They will also be in high demand from other city-states.
Forts and walls can be built by city-states, through projects. (Projects will be discussed in the next section.) Forts will be represented by a thin plus sign, and walls by tiny black dots, forming a dotted line. They give a distinct defensive advantage in wars.
Another thing that will be on the map is roads. Roads can be built via projects, and give bonuses to trade and troop movement. They will be dark gray lines.
In the area surrounding the city-states, which have their own colors, is a gray region, which is where the barbarians are located. This also represents the region which is easily habitable. Barbarians are usually peaceful, but may sometimes be hostile, and attack. Note that barbarians may have their own cities which you can take over, and these would be of great use.
There is also a large black area, and that is unexplored area. To explore the area, you should send some of your military to explore it. (See section 3, Orders, for more.)
Each city-state has its own set of statistics which help to illustrate the status of that city-state. Here is a sample set of stats:
Splimopia (Splime)
Leader: Lord Splime (Army Quality)
Color: Lime Green
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 3
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: None (N/A)
Unique Unit: Elite Cavalry (Satisfactory Quality)
Population: Tiny
Quality of Life: Poor
Projects in Development: Organized Religion (1/10)
(There will also be a separate tech chart, which will show who has what technologies.)
Note that most stats use words, and not numbers. The full ranking of each stat begins unknown, in order to add to realism.
So, let’s start by listing what each stat does:
1) City-State Name (Player)
This, as you might expect is the name of the city-state in question, and in parentheses is the name of the player.
2) Leader (Special Trait)
This is the name of the founding figure, who starts off as your leader. Later on, you can change the leader. Every Leader has to die at some point, and the trait that comes along with the leader will still stay, and you can even change it at that point. The Special Trait is the area where the city-state does best at, thanks to the leader. It could be any stat.
3) Color
This is the color that represents the city-state and its territory on the map.
4) Government
At the start of the game, you will get a choice of governments, and more will open up as more technologies are researched. They each have their own benefits. The benefits of the governments will be shown a few posts down.
5) Stability
Stability represents how stable your city-state is. Low levels indicate unhappiness and rebellion, while high levels represent happiness and patriotism. If stability gets too low, revolts may occur, and you may find yourself without a city-state to run. On the other side, high stability will give an all-around stat increase.
6) Economy (Gold per Turn)
Your economy level represents the quality of the economy, and the number in parentheses is the amount of “gold” you get each turn, which can be spent towards improving things. The Gold per Turn, or gpt, is based on the amount of cities, resources, and technologies, and not directly based on the economy level. Trade also adds to economy. The economy level represents the “quality” of the economy, whether it’s good or bad for the size of the city-state. For example, a small, fairly-decent city-state might have Mediocre (9), while a bankrupt empire could have Very Poor (12).
The spending of gold will be covered in the next section. If gold is spent on a stat, but not enough is spent to raise it to the next level, then the number gold spent will be indicated next to the stat with a “+” and the number. Gold can be saved in the Bank, or spent on Army and Navy size, Army, Navy, and UU quality, Quality of Life, and Projects.
Note that banked gold is saved for later, but can be robbed if you’re not careful.
7) Major Industry
The major industry is where your economy specializes, and you can choose and change this at will. Choices are limited at the start to Agriculture, Trade, and Manufacturing, and they each have their own benefits. Agriculture helps with population and quality of life, Trade helps with economy, and Manufacturing helps the military.
8) Army and Navy Size (Quality)
Your army and navy are measured in size and quality. Both are important, and typically, a small military of high quality can defeat a somewhat larger military of a somewhat lower quality. If you fail to regularly fund military quality, it may slump down. While you can use gold to increase the size of your military, you will be limited by your population.
9) Unique Unit (Quality)
Later on in the game, you can choose to create a Unique Unit (UU), which will increase the quality of your military. You have to give a name, and define what type of unit it is. Unique Units need funding in quality also, though they normally start at a better quality than the regular army and navy.
10) Population
Population represents just that: the number of people in your city-state. This is influenced by Quality of Life and the size of the city-state, (along with number of cities) and will influence your economy and military. It may also negatively affect stability or quality of life if your country isn’t prepared for the size increase.
11) Quality of Life
This represents health, education, and other public services. Quality of Life can influence stability and population.
12) Projects
Projects are things with set prices, which you can purchase by investing gold. They include technologies, new cities, and numerous other things. Players can also propose new ideas for projects, which can then be added to the Project List.
OK, so now I have explained most of how the game works. However, there is one major piece missing, and that is player orders. Orders are the PMs that are sent each turn, detailing where money is to be spent, and what the city-state will do. They also include foreign relations, such as trade. Below, I will describe what to put in your orders.
1) Current Stats
At the top of your orders, which should be PMed, you should add the stats you currently have, to make things easier.
2) Exploration, Expansion, and War
Each city-state will want to expand their power, and to do this requires expanding the amount of land the city-state rules over. To expand, say that you are expanding, and say in what direction. The size of your military helps the expansion. Note that excessive expansion may cause a drop in stability. In war, you simply state where your military will attack. You can also explore uncharted areas, by making your military go there. Note that telling your military to go to too many places at once will thin it out, and might make things balance against you.
3) Spending
You should also state in your orders what things you will spend your gold on. Any gold not spent will go to the bank by default.
4) Diplomacy
Any agreements with other layers must be listed in both players’ orders, including peace and war. Also, you can agree to open up trade between city-states (assuming they are close enough together) to expand the economy of both city-states.
5) Misc. Story Elements
If you are changing your leader, or have other small story items, add them in your orders.
Orders should be fairly straightforward.
So you want to join RfMK IV? Well, follow the instructions below to find out how to do so:
First of all, you’ll need a location on the map. It needs to be within the gray area. While it would be helpful to use a map to show where you want to start, you don’t need to, as long as you can accurately describe where you want to start.
Next fill out the following template according to the instructions below:
City Name (Your Name)
Leader: Leader Name (Stat Bonus)
Color: Color Choice
Government: Government Choice
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture, Trade, or Manufacturing
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality) {Replace with “None (N/A)” if landlocked}
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
(Replace text in italics with your own choice.)
1) City Name (Your Name)
This should be the name of the city you wish to build, along with your username.
2) Leader Name (Stat Bonus)
This should be the name of your founding leader. You should also give the stat category which the leader helps raise.
3) Color Choice
When you pick a color, be sure that it isn’t too dark, and it isn’t a shade of gray.
4) Government Choice
To pick a government, use the Government Type list lower down the page. However, your starting options are Despotism (Hereditary or Appointed) or Republic. (A Roman Republic, not a democratic one)
5) Major Industry Choice
Pick Agriculture, Trade, or Manufacturing. Details are listed a few posts below.
That’s it! Other details, such as stories, are recommended, but not necessary.
Splime Aug 13, 2007, 11:34 AM There are a few more game concepts that don’t come in to play until at least a few turns in, but are still very important to learn by the time they debut. Below will be some of these concepts.
While religions exist in the game world at the beginning of the game, they only become a major element once you have researched Organized Religion. Upon completion of Organized religion, you can adopt a religion as a State Religion. You can either invent your own religion, or adopt an already existing one. (If you want, you don’t have to adopt a religion, but that somewhat ruins the point of researching Organized Religion.)
A state religion has many effects. First of all, it can be used as a propaganda machine to control the city-state, thus boosting stability. It can also be adjusted to get alliances going, and can also earn extra money for your government. Religion can also cause wars and rebellions, which can similarly lower stability.
If you choose to adopt an already existing religion, it must be a religion located in a neighboring city-state, one which you have a land or water trade route with. If none of your neighbors have Organized Religion researched, you have to make your own. Adopting an already existing religion has diplomatic benefits, as city-states which share that religion will think more highly of you. {Players should take religion into account when making decisions, in the interest of role-playing.} However, if you adopt an existing religion, you have a little less control over the religion, and therefore, your people.
If you choose to invent a religion yourself, then you should post a name and description in the thread and in your orders. Then, that religion can be spread to neighbors if you wish. Religion naturally spreads along trade routes, and may make nearby city-states yearn to join that religion.
Organized Religion also allows for the construction of Religious Shrines, buildings which attract members of the faith, earning extra money for the owner of the shrine. There can only be one shrine per religion, and if there is a race, the loser only gets half of their invested gold back. Shrines boost the effects of religion in your city-state too. For a shrine to be built, it must be built in a particular city, and a city with a Shrine will get a blue outline. Shrines earn you money proportional to how many people follow the religion.
War is a major part of this game, though it won’t be happening in the first turn. If a religious alliance decides to eliminate the heretical city-states, or maybe you desire a resource center, you can use your military to achieve these goals. Before starting a war, you should consider a few things. First of all, is your military in a decent quality? Do you have enough military? How will the home front suffer while the war is being fought? These are a few things to consider.
If your military is not in a very good quality, then fighting a war can be tough. Troops that are in low quality won’t be able to fight as long, so wars will need to be kept short. If troops are in combat for too long, their quality may slump, unless you get them the supplies they need while they’re in combat, and recruit enough extra troops to replace them.
If you don’t have a very big military, fighting a war is also tough, because you will likely be outnumbered. Also, the defensive side usually has an advantage, so if you are attacking, you need a larger force. Also, you need to make sure you have enough military left behind, in order to defend your homeland. War can also have a strain on the regular civilians, as resources are redirected to the battlefields.
You may also be on the defensive side of a war, where you technically have the advantage. However, a smart attacker only attacks when they have the advantage. Walls and forts help defend your city-state. Also, quality is more important than quantity in defense, as it can help prevent desertion, in addition to assisting defend the city-state.
So, if you’re in a war, you’ll need to send military orders inside your order PM. What I want in your orders is where you plan to send troops. I also want to know in what strength are you attacking: is 50% of your force going to attack, or just a small 10%? By describing your strategy, you increase the chance of success for your troops.
______________________________________________
City-State Stats:
Ageropolis (Jono)
Leader: King Phusis (Army Size)
Color: ████████
Government: Hereditary Despotism
Stability: Mediocre
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Small (Poor Quality +2)
Navy: Tiny (Poor Quality +1)
Unique Unit: None (N/A)
Population: Small
Quality of Life: Poor
Projects in Development: None
High Priests of Thoth (Provolution)
Leader: Thoth Trismegistus (Navy Quality)
Color: ████████
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality +2)
Navy: Tiny (Mediocre Quality +3)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Kyoan (merciary)
Leader: Senator Armeidis (Quality of Life)
Color: ████████
Government: Republic
Stability: Decent
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: N/A
Population: Small
Quality of Life: Mediocre
Projects in Development: None
Jakoma (flamingzaroc121)
Leader: Zaroc Istrus (Stability)
Color: ████████
Government: Republic
Stability: Moderate
Economy: Poor (5)
Banked Gold: 0
Major Industry: Manufacturing
Army: Tiny (Poor Quality +2)
Navy: Tiny (Poor Quality +1)
Unique Unit: N/A
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Tion (IronMan2055)
Leader: Hudio Jassin (Navy Quality)
Color: ████████
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Mediocre Quality)
Navy: Tiny (Mediocre Quality +2)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Ruche (thomas.berubeg)
Leader: Father (Stability)
Color: ████████
Government: Hereditary Despotism
Stability: Decent
Economy: Poor (5)
Banked Gold: 0
Major Industry: Manufacturing
Army: Tiny (Poor Quality +1)
Navy: Tiny (Poor Quality +2)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Gian Waru (Brisingamen)
Leader: Empress Brisingamen (Economy)
Color: ████████
Government: Hereditary Despotism
Stability: Mediocre
Economy: Fair (6)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality +1)
Navy: Tiny (Poor Quality +2)
Unique Unit: None
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Republic of Boskos (taillesskangaru)
Leader: Sikander Meunmil (Quality of Life)
Color: ████████
Government: Republic
Stability: Decent
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Mediocre
Projects in Development: None
The Elven Courts of Eberron (Frozen In Ice)
Leader: Mialee (Quailty of Life)
Color: ████████
Government: Republic
Stability: Decent
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Small
Quality of Life: Mediocre
Projects in Development: None
The Gothes (gandhi rules)
Leader: Satan I (Quality of Life)
Color: ████████
Government: Hereditary Despotism
Stability: Mediocre
Economy: Poor (5)
Banked Gold: 0
Major Industry: Manufacturing
Army: Tiny (Mediocre Quality)
Navy: Tiny (Mediocre Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Mediocre
Projects in Development: None
Garamantes (Slavic Sioux)
Leader: Jagannatha (Economy)
Color: ████████
Government: Hereditary Despotism
Stability: Mediocre
Economy: Fair (6)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality +2)
Navy: Tiny (Poor Quality +1)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Baranke (Leeksoup)
Leader: Nabaru Oliande (Army Quality)
Color: ████████
Government: Hereditary Despotism
Stability: Mediocre
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Mediocre Quality +2)
Navy: Tiny (Poor Quality +1)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Silla'riansha (Tasslehoff)
Leader: Generic Supreme Lord Silthran (Army Quality)
Color: ████████
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Mediocre Quality +3)
Navy: Tiny (Poor Quality +2)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Empire of Z (Germanicus12)
Leader: Emperor Z (Army Size)
Color: ████████
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 3
Major Industry: Manufacturing
Army: Small (Mediocre Quality +3)
Navy: Tiny (Poor Quality +2)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Splime Aug 13, 2007, 11:35 AM Government Choices:
Appointed Despotism: One man or woman has absolute rule over the city-state, and chooses who succeeds them. Higher Military Quality
Hereditary Despotism: One man or woman has absolute rule over the city-state, and their son or daughter (depending on the chosen system of heredity) succeeds them. Slightly Higher Stability, Slightly Higher Military Quality
Republic: A group of people from the most important families (or elders) form a body of people who rule the city-state. Higher Stability
Major Industries to Choose:
Agriculture: Higher Population, and more resistance against famine.
Trade: Better Economy w/ Foreign Trade
Manufacturing: Better Military Quality
Fisheries: Same as Agriculture, but best designed for seaside cities.
Technologies:
Organized Religion (10g): Organized Religion raises stability, and helps collect extra money. On the flip side, religion can make you do crazy things… Players may choose to found a religion with this tech, or join the religion of a neighboring city-state.
Banking (8g): Banking allows money put in the bank to gain interest at 10% per turn.
Military Engineering (10g): Military Engineering allows for large walls and forts to be built.
Civil Engineering (10g): Civil Engineering allows for better infrastructure, which improves the quality of life. Roads are half price with Civil Engineering.
Other Projects:
City (10g): Building a city requires enough space in the area, and requires a population of at least “Small”. To have more than two cities, a population of “Decent” is required.
Road (~4g): Roads are necessary trade links if there is no sea-route available. The length of the road determines the price. Most short-distance city-to-city roads will cost 4g, but in order to build a road, you must request a price quote via PM. Civil Engineering allows for roads to be half-price.
Fort (10g): Forts offer a substantial defensive bonus to the area near their location. Military Engineering is required to build a fort.
Wall (__g): Walls are excellent defensive structures, though are quite expensive for anything but the smallest wall. You must request a price quote via PM if you wish to build one, and Military Engineering is required.
Religious Shrine (25g): A religious shrine can turn a city into a religious capital, raising stability, and increasing profits. Organized Religion is required for the Religious Shrine, and it can only be built for the religion your city-state practices. Note that you may only have one shrine per religion, and each shrine collects money proportional to how many followers the religion has.
Splime Aug 13, 2007, 11:36 AM http://forums.civfanatics.com/uploads/59830/Map001_final_rc.png
http://forums.civfanatics.com/uploads/59830/TerrainMap001.png
http://forums.civfanatics.com/uploads/59830/RaceMap.png
Frozen In Ice Aug 13, 2007, 11:42 AM The rules look good and a bit more balenced than previous games. However, RfMK III is just starting so it might be good to wait a bit before you start this as for magic I think balenced is best but eating radioactive monkies can be just as good.
Jono Aug 13, 2007, 11:42 AM Oooh, I call city spot on the south coast of the tiny lake on the edge of the north-eastern river (on the riverside).
thomas.berubeg Aug 13, 2007, 11:47 AM no sign ups yet, right?
first of all, there's a typo up in "War" it says: "Also, quality is more important than quality in defense." i presume you meant quality is more important than qunatity.
also, is there going to be a terrain map? or would that become too complicated?
edit: i call where the little red circle is:
http://static.filefront.com/images/personal/t/thomasberubeg/89243/rqvevzuoiv.jpg
Splime Aug 13, 2007, 11:52 AM Terrain Map: Maybe, but in this region, just consider the gray area as fertile land, and the white is more rocky and arid.
No sign-ups in this thread. However, you can feel free to "claim" areas of land, much like Russia has done with the North Pole...
Jono Aug 13, 2007, 11:57 AM Here it is.http://forums.civfanatics.com/uploads/47028/Mine.PNG
thomas.berubeg Aug 13, 2007, 12:02 PM Edit: nevermind
Splime Aug 13, 2007, 12:05 PM i thought only white was claimable. i may have to change my claim...
No, it's the opposite... However, the gray zone will likely expand in the future.
Brisingamen Aug 13, 2007, 02:51 PM Can i have here http://static.filefront.com/images/personal/t/thomasberubeg/89243/lrjcokdyrd.jpg
Frozen In Ice Aug 13, 2007, 03:27 PM Even though I'm not computer savvy enough to have any clue on how to edit a map I will claim the area near the mouth of the river at the Northwestern tip of the map.
Provolution Aug 13, 2007, 03:35 PM PROVOLUTIA
I found this island to be a good choice for a homespot, with grey color and so on. As you see, it is in the far southwest.
http://forums.civfanatics.com/uploads/49374/terraxilla.JPG
Splime Aug 13, 2007, 05:03 PM Terrain Map Posted. See the Maps Post for details.
flamingzaroc121 Aug 13, 2007, 05:46 PM is that the only place we can start, in that gray area? or will you reveal the map later
Splime Aug 13, 2007, 05:52 PM If you want to start by update 1, then only the current gray area is available. As exploration and expansion continues, the gray area will expand, allowing for more civilizations.
merciary Aug 13, 2007, 06:15 PM I call right between the two rivers in the North(towards the west) on the coast.
truckingpete Aug 13, 2007, 06:53 PM Call this following spot:
http://forums.civfanatics.com/uploads/37123/TPrfmk.JPG
Also, whats the requirment..meaning how much do I need to put into this?
This is my 1st RfMK, so I'll be a newb, so I'm gonna try to make time....
Splime Aug 13, 2007, 07:22 PM Also, whats the requirment..meaning how much do I need to put into this?
This is my 1st RfMK, so I'll be a newb, so I'm gonna try to make time....
Well, it depends. The update schedule is likely to be faster in the summer, while I still have time. That means you'll need to put in more time during the summer. Also, the amount of time you put in is proportional to the size and power of your civ. If you have lots of foreign relations, that may take time, through lots of PMing. If you have a particularly large civ, and/or are in a war, you'll need to spend more time on your orders. However, orders should be relatively simple in peace time.
merciary Aug 13, 2007, 07:51 PM My spot on the map:
158200
flamingzaroc121 Aug 14, 2007, 02:07 PM could i get the pennisula in the far south next to the four little islands
truckingpete Aug 14, 2007, 04:36 PM Sorry Splime, I''ll have to un-join this game. My schedule is gonna get really busy when school starts, football, homework and I dont want to bite off more then I can chew...
Maybe next time when I have more time
Leeksoup Aug 14, 2007, 04:49 PM I think I'll be too bust GM'ing RfMK III to join, unfortunately. I've gotten 42 PMs in two days!!!
Splime Aug 14, 2007, 04:50 PM Sorry Splime, I''ll have to un-join this game. My schedule is gonna get really busy when school starts, football, homework and I dont want to bite off more then I can chew...
Maybe next time when I have more time
That's fine, no one has actually joined yet...
Splime Aug 14, 2007, 04:51 PM I think I'll be too bust GM'ing RfMK III to join, unfortunately. I've gotten 42 PMs in two days!!!
now you see what it's like... Anyway, you should see how it works out, and then consider joining. After all, I'll be playing RfMK III and hosting this...
choxorn Aug 14, 2007, 10:38 PM I've only gotten 41 PM's. :p
Jono Aug 14, 2007, 10:41 PM Does that include sent PMs too?
choxorn Aug 14, 2007, 10:49 PM Ya, so it's really less. I just subtracted the current number I have (68) with what I had before I started GMing (27). And Now I have 42, as mythmonster sent me a PM.
Jono Aug 14, 2007, 10:51 PM That's not too bad — I've had much worse.
taillesskangaru Aug 15, 2007, 02:04 AM I'll take this spot:
http://forums.civfanatics.com/uploads/61644/Boskos.JPG
I'll add the other details later.
Jono Aug 15, 2007, 06:09 AM That's a bit close to me. Do you want to be headless too now? ;)
Jono Aug 16, 2007, 03:49 AM Ageropolis (Jono)
Leader: Leader Name (Stat Bonus)
Color: ████████
Government: Government Choice
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: None (N/A) {Unless I can reach sea via-river}
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Splime Aug 16, 2007, 07:26 AM Remember that no sign-ups are official if they are in this thread...
And also, being by a river is close enough for a navy.
Splime Aug 16, 2007, 03:49 PM New Stuff:
http://forums.civfanatics.com/uploads/59830/banner001.png
Magic is a useful tool in RfMK IV, though not required. It will follow a system I call “Realistic Magic”, which has mostly minor effects, and can be countered with sufficient non-magic research. Magic can be used and researched once you research Basic Magic. Basic Magic on its own has no effects, but instead unlocks the branches of the Magic Tech Tree. Below I will describe the different branches of this tech tree.
The first branch is military magic, which can be used to make weapons stronger, or similar minor things. As you get more advanced along this branch, you can get other bonuses, and further along, you can develop mages, who are part of the military, and use magic. One technology that can be developed is Naval Magic, which can strengthen your ships, and possibly give you a little extra control over what direction your ships go in. Of course, there will be non-magic technologies capable of this too, but this allows for extra flavor.
The second branch is civil magic. Civil magic has to do with improving domestic life, such as cooking magic, or healing magic. Its main effects will be on quality of life, and some effects will be on economy.
A third branch is antimagic. Antimagic is magic specifically designed to neutralize other magic. It is useful for any city-state that wishes to combat an enemy which possesses magic, or a city-state whose religion is a cult against magic. Antimagic later allows for defensive magic, which is antimagic, but adjusted and specialized for defensive purposes.
The fourth, and final branch of magic is religious magic, which can also be called “unique magic”. This magic is unique to each religion, and requires Organized Religion and Basic Magic to research. Each religion’s magic will be customized to fit that religion, so the effects of this branch may vary widely. If a religion happens to be an antimagic cult, then this will be a cheaper, stronger form of antimagic. If it’s a super-fruit religion, then it may involve the creation of massive fruits.
(I think it's safe to say that we will have magic, but we only get the results in a few days.
thomas.berubeg Aug 16, 2007, 06:32 PM Would Mechanized armies animated by magic fall under realistic magic?
or brainwashing one's citizens into midnless devotion?
Jono Aug 16, 2007, 06:35 PM I did number 2 in RfMK1. It started a war (that I won).
thomas.berubeg Aug 16, 2007, 06:36 PM i was thinking along the lines of 1984, though :mwaha:
IronMan2055 Aug 16, 2007, 08:41 PM I call this area, if it's a RFMK run by splime, then i'm in, I just wish I had my super allaince still...
http://i175.photobucket.com/albums/w124/Ironman2055/thingy.jpg
oh and people i'm happy to say there won't be any hot air ballons to fight my troops in FIFTEEN HUNDRED! ...that is all.
Splime Aug 16, 2007, 08:56 PM oh and people i'm happy to say there won't be any hot air ballons to fight my troops in FIFTEEN HUNDRED! ...that is all.
Yeah, you'll just have helium-inflated dragons... :D
Year numbering system will likely be "year 1, year 53, etc.", dating from the year when everyone began to settle down.
Nerdking Aug 17, 2007, 12:00 AM I refuse to settle down!
I will always be year zero!
taillesskangaru Aug 17, 2007, 01:41 AM That's a bit close to me. Do you want to be headless too now? ;)
You didn't post a map of ur location so I didn't see. And my city is on the north coast while yours is on the south. All up for being allies btw :D
Jono Aug 17, 2007, 02:21 AM You didn't post a map of ur location so I didn't see. And my city is on the north coast while yours is on the south. All up for being allies btw :D
I did too!
Here it is.http://forums.civfanatics.com/uploads/47028/Mine.PNG
taillesskangaru Aug 17, 2007, 05:02 AM Oh you mean that lake!
Pffft! That's no where near my city. Anyway, allies? ;)
Jono Aug 17, 2007, 05:13 AM Sure, why not. :)
thomas.berubeg Aug 17, 2007, 08:29 AM Don't trust him.
Go take a look at RFMK 1
merciary Aug 17, 2007, 08:43 AM Honestly I was his ally for a while then he started that weird take over the world and burn it thing.
Jono Aug 17, 2007, 08:50 AM Oh, that was just good strategy. :D
And you were only my ally for like 3 turns.
merciary Aug 17, 2007, 09:15 AM Until you for some reason sided with the Pope when I was at war with him. I still have no idea why you did that.
IronMan2055 Aug 17, 2007, 09:31 AM I refuse to settle down!
I will always be year zero!
well you could make a nomadic people, but who stay in that territory.
Splime Aug 17, 2007, 09:32 AM well you could make a nomadic people, but who stay in that territory.
That is definitely possible.
IronMan2055 Aug 17, 2007, 09:36 AM can I post my idea for a religion?
Nerdking Aug 17, 2007, 09:37 AM That is definitely possible.
hmm... I'm listening
Jono Aug 17, 2007, 09:37 AM Don't post it. Keep it to yourself until you have Organized Religion (that's what I'm doing). You could share it with Splime privately.
Splime Aug 17, 2007, 09:41 AM hmm... I'm listening
Your capital would have to stay in place, but you could found a nomadic nation, whose capital is just an area they come back into every so often.
Provolution Aug 17, 2007, 09:48 AM My nation is more an insular tribe. This world, is it akin to 600, 700, 800, 900, 1000, 1100 or 1200 AD technologically? I know for sure my nation is one of very good sailors.
Jono Aug 17, 2007, 09:52 AM Wouldn't it be better if each city represented a tribe? They'd move every turn and there wouldn't really be a capital city.
IronMan2055 Aug 17, 2007, 10:39 AM TK! any interests in forming a Civ United League?:)
Splime Aug 17, 2007, 12:46 PM This world, is it akin to 600, 700, 800, 900, 1000, 1100 or 1200 AD technologically?
It's a mix, that shouldn't make too much of a difference to the game.
If the cities were to move, you'd have to have a lot less. Note that more food is gathered by settling down and farming than there is by wandering around and hunting and gathering.
Jono Aug 17, 2007, 12:51 PM Nomads -> Trade.
Peasants -> Agriculture.
Waste of time -> Manufacturing.
Splime Aug 17, 2007, 08:36 PM I'm thinking I might just begin sign-ups tomorrow... of course, the game won't start until SoS is done, but I'm sure many of you want to create your city-states now.
Splime Aug 18, 2007, 10:19 AM OK, Sign-Ups are now OPEN. Any "sign-ups" made before this post are void, and must be reposted.
Also, note that stats will be posted on the same post as Advanced Game Concepts, but in the game thread, they will have a separate post.
Jono Aug 18, 2007, 10:29 AM Ageropolis (Jono)
Leader: Queen Fertilis (Population)
Color: ████████
Government: Hereditary Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
http://forums.civfanatics.com/uploads/47028/Mine.PNG
Provolution Aug 18, 2007, 10:46 AM High Priests of Thoth (Provolution)
http://forums.civfanatics.com/uploads/49374/terraxilla.JPG
Leader: Thoth Trismegistus (Master Navy)
Color: DARK BLUE (not navy blue)
Government: THEOCRACY (Appointed Despotism)
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Splime Aug 18, 2007, 10:49 AM Provolution: By dark blue, do you mean navy, or this blue? ---- Navy is too close to the sea color, and too dark for other cities to show up.
Also, please choose between fisheries and manufacturing.
One more thing, I need a location on the map.
Provolution Aug 18, 2007, 10:50 AM Navy blue of course, I am a maritime nation.
Splime Aug 18, 2007, 10:54 AM Navy blue of course, I am a maritime nation.
Navy blue is a bit dark though, so cities won't show up very well at all. Also, I edited my post above with a few other questions...
Provolution Aug 18, 2007, 10:57 AM It is all updated.
merciary Aug 18, 2007, 10:57 AM Kyoan (merciary)
Leader: Senator Armeidis (Quality of Life)
Government: Republic
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: N/A
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Area: as stated before
Color: Dark Red
choxorn Aug 18, 2007, 11:34 AM Navy blue is a bit dark though, so cities won't show up very well at all. Also, I edited my post above with a few other questions...
Tell me about it. It's hard to see black dots I create on the RfMK III Map in Antikythera's territory.
Provolution Aug 18, 2007, 12:03 PM Actually, Antikythera works out fine, with the white ocean, just use a minor white contrast ring for cities. The Mechanism of Antikythera is also a good article in wikipedia.
Splime Aug 18, 2007, 12:04 PM New map posted:
http://forums.civfanatics.com/uploads/59830/Map002.png
choxorn Aug 18, 2007, 12:05 PM Actually, Antikythera works out fine, with the white ocean, just use a minor white contrast ring for cities. The Mechanism of Antikythera is also a good article in wikipedia.
I know, but my MS Paint won't let me create the white ring.
flamingzaroc121 Aug 18, 2007, 12:55 PM Jakoma (flamingzaroc121)
Leader: Zaroc Istrus (Stability)
Color: Dark Orange
Government: Republic
Stability: Low
Economy: Poor (5)
Banked Gold: 3
Major Industry: Manufacturing
Army: Tiny (Poor Quality)
Navy: None (N/A)
Unique Unit: Not Yet
Population: Tiny
Quality of Life: Poor
Position, somewhere along the southern river
IronMan2055 Aug 18, 2007, 01:40 PM Leader: Hudio Jassin (Navy Quality)
Color: Dhaka Purple (or pink, whatever it was)
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
http://i175.photobucket.com/albums/w124/Ironman2055/thingy.jpg
Splime Aug 18, 2007, 02:36 PM Leader: Hudio Jassin (Navy Quality)
Color: Dhaka Purple (or pink, whatever it was)
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
http://i175.photobucket.com/albums/w124/Ironman2055/thingy.jpg
What about a name for your city-state?
Jono Aug 18, 2007, 02:56 PM Couldn't quite put my finger on it, but I knew something was missing in his application!
IronMan2055 Aug 18, 2007, 03:31 PM *repeat Jono*
uh... lets go with....Tion.
thomas.berubeg Aug 18, 2007, 06:31 PM Ruche
Leader: Father (Stability)
Color: ████████Government: Hereditary Despotism (though to the people, the leader never changes)
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Manufacturing
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
location:
http://static.filefront.com/images/personal/t/thomasberubeg/89243/rqvevzuoiv.jpg
History:
For the people of Ruche, there is no change. Father has rules since thier great grandparent's time, and will rule in their great grandchildren's time. he is unchanging and immovable, the face of the government. Father is a loving leader: The People are all equal, working for the benefit of Father and through him, Ruche. All goodness comes from father, and as such, he deserves undying loyalty and love.
outsiders know nothing of the inside of Ruche. ambassadors are allowd only in a designated section of the city, and must stay there on pain of death. any outsider cought is executed instatnyl on charges of spying.
Brisingamen Aug 18, 2007, 07:03 PM Gian Waru (Brisingamen)
Leader: Empress Brisingamen (Negotiation (Trade))
Color: Yellow
Government: HereditaryDespotism
Stability: Low
Economy: Poor (5)
Banked Gold: 3
Major Industry: Trade
Army: Tiny (Poor Quality)
Navy: None (N/A)
Unique Unit: none
Population: Tiny
Quality of Life: Poor
Projects in Development: none
http://static.filefront.com/images/personal/t/thomasberubeg/89243/lrjcokdyrd.jpg
Splime Aug 18, 2007, 08:40 PM thomas.berubeg: As that island is white, and not gray, you can't start there. You need to pick another location.
Brisingamen: I'm changing your leader's bonus to economy, if that's alright, since leader bonuses have to relate to a specific stat.
IronMan2055 Aug 18, 2007, 09:22 PM how come Brisingamen has a quality bonus to navy and army, when it doesn't look like there's a reason?
Splime Aug 18, 2007, 09:57 PM how come Brisingamen has a quality bonus to navy and army, when it doesn't look like there's a reason?
Hereditary Despotism = Slight Military Quality Bonus + Slight Stability Bonus
taillesskangaru Aug 18, 2007, 11:01 PM Republic of Boskos (Taillesskangaru)
Leader: Sikander Meunmil (Quality of Life)
Color: Light Blue
Government: Republic
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
History:
Boskos was originally founded by enterprising merchants who trekked along the shore of Lake Korym [I take the liberty of naming the lake. If anyone else objects to this name then suggest a better one], camped for the night, and reckoned some houses at this picturesque spot would sell quite well. Thus started the history of this peaceful trading town. In its early days Boskos was ruled by a series of royals from the House of Teir until they all died in a freak "accident" involving a palace cook who carried too many knives into the dining hall. A benevolent, liberal Senate has governed Boskos ever since.
Teh map (claimed area in light blue)
http://forums.civfanatics.com/uploads/61644/Map_Boskos.PNG
Splime Aug 19, 2007, 09:45 AM New Map:
http://forums.civfanatics.com/uploads/59830/Map001n.png
thomas.berubeg Aug 19, 2007, 11:42 AM thomas.berubeg: As that island is white, and not gray, you can't start there. You need to pick another location.
Brisingamen: I'm changing your leader's bonus to economy, if that's alright, since leader bonuses have to relate to a specific stat.
I'll take one of the islands next to Toth. sorry.
Provolution Aug 19, 2007, 12:03 PM Please, not so close, thank you.
thomas.berubeg Aug 19, 2007, 12:04 PM I want an island, and there are no others. (unless splime can make a change that gives me my old island back?)
Splime Aug 19, 2007, 12:08 PM I want an island, and there are no others. (unless splime can make a change that gives me my old island back?)
Normally I would give you your island, but because Gian Waru is so close, I can't. Do you really want to be that close to Thoth? You could take the gray bit SE of Thoth, on a larger island...
thomas.berubeg Aug 19, 2007, 12:14 PM why not... :sad:
Splime Aug 19, 2007, 12:24 PM why not... :sad:
The idea of the gray area was to ensure that everyone would start in a close, fertile region. However, if you really want an island, you can wait until the habitable area includes more islands, which should be soon.
thomas.berubeg Aug 19, 2007, 12:28 PM I can wait, if it ins't more than two turns. if it is more, then i'll take that region you mentioned.
edit nevermind, i'll jsut take that area to the south east of toth.
thomas.berubeg Aug 20, 2007, 10:45 AM Splime, i'm not on the map :confused:
Splime Aug 20, 2007, 10:47 AM I just haven't updated it. Hold on...
Splime Aug 20, 2007, 10:49 AM http://forums.civfanatics.com/uploads/59830/Map001nu.png
Here you go.
thomas.berubeg Aug 20, 2007, 11:12 AM thanks :D
Nerdking Aug 20, 2007, 03:17 PM Must I sign up now?
I'm kind of busy, but you said to do it now in RFMK III.
How about I grab an on-deck slot as a nomadic peoples that are not currently wandering through the area of the game?
Splime Aug 20, 2007, 03:47 PM Must I sign up now?
I'm kind of busy, but you said to do it now in RFMK III.
How about I grab an on-deck slot as a nomadic peoples that are not currently wandering through the area of the game?
Sure.
This will likely not start until September anyway.
Frozen In Ice Aug 20, 2007, 05:29 PM I'll be in.
The Elven Courts of Eberron (Eberron for short)
Leader: Mialee (Quailty of Life)
Color: Red
Government: Republic
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
I will be on the mouth of the river that Ageropolis is on.
Splime Aug 20, 2007, 05:52 PM BTW to all: I ok'd Frozen In Ice's Elven nation already, so don't worry.
Splime Aug 20, 2007, 06:01 PM New Map:
http://forums.civfanatics.com/uploads/59830/Map001ne.png
merciary Aug 20, 2007, 06:33 PM Can some one tell me why everyone who has a Republic took my idea for Quality of Life? Not that I'm mad that I started a trend it's just kinda became monotonous after the first one.
Love Aug 21, 2007, 03:48 PM Gothes, black, here, more, later...
http://img265.imageshack.us/img265/3082/map001nuli6.png (http://imageshack.us)
Splime Aug 21, 2007, 03:50 PM Gothes, black, here, more, later...
http://img265.imageshack.us/img265/3082/map001nuli6.png (http://imageshack.us)
You can't settle there. You can only settle in the gray zone.
Splime Aug 21, 2007, 04:58 PM Proposition for the game rules: When you acquire a resource center, you can say what it is. The proposal is, will your declaration have an effect in addition to the standard economy boost? As in, will you customize resources to help your city-state? (Of course, once a resource is declared, it cannot be reversed.)
Jono Aug 21, 2007, 05:12 PM I'm for that. I also think resources shouldn't give economy boosts unless you actually trade them.
thomas.berubeg Aug 21, 2007, 08:32 PM i agree with both of those.
Splime Aug 21, 2007, 08:54 PM I also think resources shouldn't give economy boosts unless you actually trade them.
I'd disagree, because the resource gives a boost to internal trade.
Love Aug 22, 2007, 12:55 PM Then take it a little north...
Anyway...
http://forums.civfanatics.com/uploads/15941/satanism.PNG
The Gothes (Gandhi rules)
Leader: Satan I (Slavery)
Color: BLACK
Government: Hereditary Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Manufacturing
Army: Tiny (Poor Quality)
Navy: None (N/A)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None (N/A)
Its not Satan Himself, just a devil named Satan and this is really a satanist state whith Populations whith dark humans, bloodelves, evil dwarfes, devils and other creatures. So this religon question is pretty clear.
If its something, tell me...
Splime Aug 22, 2007, 02:06 PM Leader: Satan I (Slavery)
You can't just say "slavery". You have to give a particular stat, such as population, or economy.
Color: BLACK
Can't use black or gray.
Also, where in the north do you want to be? You can't be by that river, as someone else is already there? Is the south of the big lake alright?
Love Aug 22, 2007, 02:14 PM The pensylvania east of Ageropolis
And i be bloody red
Is Production allright?
Splime Aug 22, 2007, 02:55 PM The pensylvania east of Ageropolis
And i be bloody red
Is Production allright?
What on earth is a pensylvania? (Besides a state in the US) If you mean peninsula, I'll put you there.
We have too many reds. Please choose something else.
Production isn't a stat in your list. You can choose from: Stability, Economy, Army Size, Navy Size, Army Quality, Navy Quality, Population, Quality of Life.
Love Aug 22, 2007, 02:57 PM Ok, then i'm neon purple and to be ironic i pick Quality of Life.
Splime Aug 22, 2007, 03:08 PM Stats are updated, with some adjustments.
Cannae Aug 22, 2007, 05:38 PM Garamantes (Your Name)
Leader: Jagannatha (Stat Bonus)
Color: Lime Green
Government: Hereditary Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Splime Aug 22, 2007, 08:03 PM Garamantes (Your Name)
Leader: Jagannatha (Stat Bonus)
Color: Lime Green
Government: Hereditary Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Where on the map do you want to go?
Cannae Aug 22, 2007, 08:19 PM Where on the map do you want to go?
That depeneds if the map will expand. If it does then place me somewhere near a delta on the ocean please.
Splime Aug 22, 2007, 08:44 PM That depeneds if the map will expand. If it does then place me somewhere near a delta on the ocean please.
The map you see is what you'll start with, so I'll find a mouth of a river to put you on.
EDIT: Your leader needs a particular stat which he gives a bonus to. You can choose from: Stability, Economy, Army Size, Navy Size, Army Quality, Navy Quality, Population, Quality of Life.
Splime Aug 22, 2007, 08:56 PM New Map:
http://forums.civfanatics.com/uploads/59830/Map001new.png
Brisingamen Aug 23, 2007, 12:45 PM are we allowed to spread to the white spaces??
Splime Aug 23, 2007, 01:14 PM are we allowed to spread to the white spaces??
Yes, but there wouldn't be much of a point, as no one would live there.
Cannae Aug 23, 2007, 03:19 PM Your leader needs a particular stat which he gives a bonus to. You can choose from: Stability, Economy, Army Size, Navy Size, Army Quality, Navy Quality, Population, Quality of Life. Economy is the one I want.
Splime Aug 23, 2007, 03:29 PM OK, I've made a new map:
http://forums.civfanatics.com/uploads/59830/RaceMap.png
This explains what races live where. The difference between Flueran Humans and Torridon Humans are that they live in different areas. Essentially, when you expand, barbarians of your own race will likely be more friendly than those of another. (Dark Humans + Bloodelves count as one race. I'll explain why in the first update, which covers recent prehistory.
Provolution Aug 23, 2007, 03:54 PM So the Torridons are more like, say Celtic or Germanic tribes (maritime), where the Flueran are more like river cultures and more continental types?
Splime Aug 23, 2007, 04:23 PM So the Torridons are more like, say Celtic or Germanic tribes (maritime), where the Flueran are more like river cultures and more continental types?
Yes, pretty much.
Provolution Aug 23, 2007, 04:40 PM Notice, I picked a new leader specialty (mighty navy)
Splime Aug 23, 2007, 04:41 PM Notice, I picked a new leader specialty (mighty navy)
Do you want a better navy size, or navy quality?
Provolution Aug 23, 2007, 04:48 PM Navy quality, faster and better ships, longer distance and higher speed.
High Priests of Thoth is a hybrid between Ancient Egypt 3000 BC (religion), Portugal in the 15 Century (maritime culture), Dutch East Indies Company (nation of traders), English (insular and expansionist culture) and finally a regime where the best ruler is elected on the former rulers death by the vote of the ruler of each island (starting out with 3 islands, for example, for odd numbers)
Leeksoup Aug 23, 2007, 04:54 PM Okay, I'll try to join. It probably won't eat into my GM'ing time too much.
Baranke (Your Name)
Leader: Nabaru Oliande (Army Quality)
Color: Brown
Government: Hereditary Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
I want the spot on the southernmost river mouth, if I can. It's a bit tight, but so is everywhere else on the map.
merciary Aug 24, 2007, 05:16 AM Here's the background for Kyoan:
Unlike many of the newly formed states the Kyoans can never remember a time when they were nomads, but how ever they can to be is not much concern as of now, though later it may be, the only concern other that surviving is the pursuit of knowledge. The Kyoans believe that their is now such thing as evil knowledge only the application can be for good or evil, with that philosophy they study all areas of any field and even the questionable ones but the use of them is strictly regulated. The Kyoans have split themselves into three caste: Magi, Mechi, and Commons. The Magi are those you excel in magic, Mechi are those with a synergy for machines, and the Commons are those who specialize in neither area. Your caste is decide on a test taken when you are young and it test your abilities in all areas and decides where you should go. The duties of each group are focus around their abilities: The Magi are hardly seen usually in their studies, the Mechi are the craftsmen, blacksmith, sculptor, ect. anything that deals with shaping or making with tools, and the Commons are the most commonly seen, they run the shops, are the police, ect. basiclly they make sure the place is stable and runs. Despite their difference there is no class that is looked down upon. All of them use tools and some basic magic. The nation is run by a council of three men from each class. There are rumors that a forth class may appear but more research needs to be done...
Love Aug 24, 2007, 06:46 AM Hey splime, what happened to the devils?
Splime Aug 24, 2007, 10:44 AM Hey splime, what happened to the devils?
The devils are kept inside your country, and don't nomadically wander.
Love Aug 24, 2007, 01:03 PM The dark dwarwes?
Splime Aug 24, 2007, 02:09 PM The dark dwarwes?
I'm going to have to say that you can't have dark dwarves, as dwarves will be the main race on other continents.
Splime Aug 24, 2007, 09:14 PM New Map:
http://forums.civfanatics.com/uploads/59830/Map001neew.png
flamingzaroc121 Aug 24, 2007, 09:44 PM id watch out leeksoup, me, Provolution, and thomas surrounding you
Tasslehoff Aug 24, 2007, 10:05 PM Can I play? I want to be in the elven lands, at the source of Jakoma's river.
Silla'riansha (Tasslehoff)
Leader: Generic Supreme Lord Silthran (Army Quality)
Color: This color
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality)
Navy: None (N/A)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
Splime Aug 24, 2007, 10:11 PM Sure, I'll put you in. Just please post here again, right now, to remind me to take care of this, as I have to go to bed now... Just post saying, "Splime, remember to add my city-state", and I'll take care of it tomorrow morning.
flamingzaroc121 Aug 24, 2007, 11:03 PM ahhh i am being blocked in
LightFang Aug 25, 2007, 01:50 AM Decloak: Splime, don't forget to add Tasslehoff's city-state!
Tasslehoff Aug 25, 2007, 02:34 AM What LightFang said :D
Splime Aug 25, 2007, 10:26 AM http://forums.civfanatics.com/uploads/59830/Map001neeew.png
OK, I'll take one more sign-up, and then this is closed.
Provolution Aug 25, 2007, 10:32 AM Yeah, you are running out of land it seems.
Jono Aug 25, 2007, 11:51 AM Had some spare time so I made a layered map.
http://forums.civfanatics.com/uploads/47028/Map.png
germanicus12 Aug 25, 2007, 12:25 PM Empire of Z (Germanicus12)
Leader: Emperor Z (Army Size)
Color: any
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 3
Major Industry: Manufacturing
Army: Tiny (Poor Quality)
Navy: None (N/A)
Unique Unit:
Population: Tiny
Quality of Life: Poor
Projects in Development:
Place me between the two rivers, north of Gian Waru and south of Kyoan. I dont care what color you assign me.
Splime Aug 25, 2007, 01:18 PM Sign Ups Closed (for now)
Splime Aug 25, 2007, 01:28 PM OK, here is the final map:
http://forums.civfanatics.com/uploads/59830/Map001_final.png
IronMan2055 Aug 26, 2007, 09:57 AM I think he ment a bit more to the left
would it be okay if I posted a map of the known area but that area that begins to go black is whitened?
Splime Aug 26, 2007, 10:14 AM I think he ment a bit more to the left
would it be okay if I posted a map of the known area but that area that begins to go black is whitened?
Uh, ok.
Also, the map location fits his description...
Anyway, the new map:
http://forums.civfanatics.com/uploads/59830/Map001_final_rc.png
Those new dots are resource centers. Have fun.
Provolution Aug 26, 2007, 10:21 AM No resources on the islands, what game balance is that ? :)
Splime Aug 26, 2007, 10:23 AM No resources on the islands, what game balance is that ? :)
None on the visible islands... :mischief:
And for the record, more resource centers may pop up later.
Anyway, the RCs have been distributed so that there are no guarantees, and there are intentionally not enough for everything. :scan:
IronMan2055 Aug 26, 2007, 10:24 AM The known world
http://i175.photobucket.com/albums/w124/Ironman2055/Knownworldwithnations.jpg
and splime, you're amazing at shading
Splime Aug 26, 2007, 10:29 AM I will say that anything you do to manipulate the image is fair game, as long as you don't hack my computer. I make sure to only release the single-layer copy, when I keep the 7+ layer master copy on my PC, which has most of the world already drawn.
Provolution Aug 26, 2007, 10:30 AM When do we post orders, what years do we count in and what decisions can be made?
Splime Aug 26, 2007, 10:35 AM Post orders when the regular game thread comes up. (After SoS finishes.)
The first update (Update 0, which introduces the situation, no orders required) will go from years -100 to -1. Update 1 will go from 1-5, Update 2 will by 6-10, etc.
Decisions: Whatever you want. The most important things are covered in the orders section of the rules, which include gold spending and expansion.
IronMan2055 Aug 26, 2007, 11:40 AM I have to make a third version now though because of the resources.
edit: done
Splime Aug 26, 2007, 07:46 PM and splime, you're amazing at shading
Actually, it's incredibly easy to do... you don't think I use paint, do you?
IronMan2055 Aug 27, 2007, 07:28 AM How should I know, unless I, "hacked your computer." :mischief:
Leeksoup Aug 27, 2007, 11:01 AM Actually, it's incredibly easy to do... you don't think I use paint, do you?
In RfMK III I use Paint. :cry: I'm poor!
But um yeah, I thought the shading was cool too.
Jono Aug 27, 2007, 11:05 AM I use GIMP (http://switch.dl.sourceforge.net/sourceforge/gimp-win/gimp-2.2.17-i586-setup.exe). It's free and easy to use.
choxorn Aug 27, 2007, 01:22 PM I also use paint in the maps I give Leeksoup.
Splime Aug 27, 2007, 01:53 PM I use GIMP (http://switch.dl.sourceforge.net/sourceforge/gimp-win/gimp-2.2.17-i586-setup.exe). It's free and easy to use.
Same here.
Leeksoup Aug 29, 2007, 11:56 AM When I downloaded GIMP it ate all of my ram and refused to be deleted. My computer was running so fricking slow I had to format my hard drive. It was the only way to delete the stupid thing.
Jono Aug 29, 2007, 11:59 AM Just now? Or did you try before?
Leeksoup Aug 29, 2007, 01:48 PM No, about four months ago.
Frozen In Ice Aug 29, 2007, 05:05 PM Under "magic" it mentions the Basic Magic tech , but thats not listed under technologies. Do we have research something else first before we can research basic magic?
Splime Aug 29, 2007, 08:58 PM Under "magic" it mentions the Basic Magic tech , but thats not listed under technologies. Do we have research something else first before we can research basic magic?
Basic Magic will be listed there once the actual game thread opens. It is a tier one tech.
{Tier 1 = Available at Start; Tier 2 = Requires one or more Tier 1 techs; Tier 3 = Requires one or more Tier 2 techs; etc.}
Tasslehoff Sep 02, 2007, 08:34 PM Any clue as to when the game will start?
Splime Sep 02, 2007, 08:43 PM Not really... expect mid-September.
Splime Sep 10, 2007, 08:05 PM Update on the situation: If SoS activity doesn't pick up soon, then RfMK IV may start early. Keep in mind that nothing more than weekly updates can be expected, however.
Frozen In Ice Sep 11, 2007, 04:58 PM That reminds me, can I get my leader bonus changed to economy?
Splime Sep 11, 2007, 07:56 PM Sure. I've changed the Word Document, but I won't change the thread until we get started.
Splime Oct 06, 2007, 01:27 PM OK, I'm thinking we might be able to start on Monday. Please post here to confirm your spot in RfMK IV.
Frozen In Ice Oct 06, 2007, 03:24 PM The Elven Courts of Eberron are ready to go.
thomas.berubeg Oct 06, 2007, 05:33 PM Yo!
Tenchar
Brisingamen Oct 06, 2007, 05:51 PM Gian Waru at the ready, sir!
Tasslehoff Oct 06, 2007, 07:18 PM Silla'riansha ready and awaiting orders
flamingzaroc121 Oct 06, 2007, 08:09 PM Zaroc Istrus and the Jakomoans ready
taillesskangaru Oct 06, 2007, 11:08 PM Sikander Meunmil and the Republic of Boskos is ready to go.
Splime Oct 07, 2007, 07:02 AM ok, that's 6/14 so far...
Now, here's how updates and deadlines will usually work:
There will usually be a Thursday deadline, where all orders should be sent in. After that deadline, you can still send orders (up until the update), but there is a penalty for doing so. Usually that penalty is having low priority when I simulate everything, though if that isn't applicable, it'll be a stat penalty. Updates will come on the weekends.
For this turn, however, the deadline will be Friday, and I'll post update 0 on Monday, so you have somewhere to begin.
thomas.berubeg Oct 07, 2007, 08:42 AM are you making a game thread?
merciary Oct 07, 2007, 11:49 AM Ready to go
Love Oct 07, 2007, 02:00 PM the gothes are prepared to kill
Splime Oct 07, 2007, 10:02 PM 8/14...
there will be a game thread.
thomas.berubeg Oct 08, 2007, 08:02 AM should we send in orders before that thread's ceration?
Splime Oct 08, 2007, 08:07 AM No. The update should be around Friday, so you have plenty of time anyway.
germanicus12 Oct 08, 2007, 05:13 PM Empire of Z has arrived! :goodjob:
Splime Oct 08, 2007, 06:46 PM Starting post is likely postponed...
Tasslehoff Oct 08, 2007, 08:32 PM Splime, what're you gonna do about the fact that TEH ALIENZ got Jono?
Splime Oct 08, 2007, 08:41 PM We shall see later...
IronMan2055 Oct 09, 2007, 11:41 AM Um I forgot what I was called, but I'm confirming them.
EDIT: Tion
Tasslehoff Oct 11, 2007, 07:18 PM When's the thread coming up?
thomas.berubeg Oct 13, 2007, 01:51 PM Oh no, i think Teh alienz got splime too...
Tasslehoff Oct 13, 2007, 02:11 PM No! Not Splime, too! He hasn't been on since he posted here!
merciary Oct 13, 2007, 02:11 PM Why must the GMs go right before games?
choxorn Oct 13, 2007, 02:11 PM It's only been 5 days, you know.
And if aliens got Splime, or Unser, or Jono, or anybody else, I had nothing to do with it! :rolleyes: (Once again joking on my past and also current avatar)
EDIT: HOLY $#!t! 3 posts in the same minute!!!! :eek:
cvlowe Oct 13, 2007, 02:35 PM Just did a quick scan of the rules. If there's still room, I'd like to reserve a spot in the game. For my starting area, place me at the edge of the grey area to the west of Empire of Z. I'll get stats up tonight or tomorrow!
choxorn Oct 24, 2007, 06:25 PM Wherefore art thou, Splime?
Leeksoup Nov 15, 2007, 05:05 PM Splime has been eaten by the GM killers!
Chox, you and me are next! Oh noes!
mythmonster2 Nov 19, 2007, 11:29 PM Aww, man, this looked like it was gonna be fun, I was just gonna join!
thomas.berubeg Nov 21, 2007, 02:53 PM Splime's Back!
http://static3.filefront.com/images/personal/t/thomasberubeg/89243/lsghrqdtra.jpg
merciary Nov 21, 2007, 06:06 PM What? Where? How?..... Crap I've got to find that idol of Splime I threw out and begin praying for positive events...
*Begins to scuttle around shuffling things around and building a shrine*
Abaddon Nov 21, 2007, 07:01 PM is this dead?
thomas.berubeg Nov 21, 2007, 07:03 PM Splime had disseapered for a while, i don't know if he's back, or if his phantom is haunting the forum.
choxorn Nov 21, 2007, 08:46 PM He was online earlier today:
http://img104.imageshack.us/img104/1369/sactivityvn0.jpg
Splime has escaped from TEH ALIENZ!!!!
Tell us about TEH ALIENZ, Splime, and about what they've done with Unser, Lorgren, and Jono (We don't really care about the third one, of course... :mischief:)!
Tasslehoff Nov 21, 2007, 09:04 PM Someone should drop him a PM...
Oh, and chox- it's TEH ALIENZ, not TEH ALIENS
choxorn Nov 21, 2007, 10:44 PM EDITED. :p
Leeksoup Jan 09, 2008, 02:19 PM Hey.
Yeah.
Right.
choxorn Jan 09, 2008, 07:42 PM Splime, you've been online- why don't you post here?
Abaddon Jul 31, 2008, 07:24 PM I would run something like this if people were interested?
thomas.berubeg Jul 31, 2008, 07:28 PM yes... would be nice...
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