Reclaiming the World (Game Thread)

thomas.berubeg

Wandering the World
Joined
Aug 21, 2006
Messages
9,080
Location
Ft. Lauderdale


It had happened: the worst estimates… and more. Ceaseless exploitation of natural resources and blatant disregard for the damage being done had paid off. The water levels had risen, until even the most stubborn industrialist had to agree. By 2100, the water levels had forced most governments away from their capitals to higher ground, and the Low Countries had completely flooded. By 2050, the water levels had stabilized, but the atmosphere was at a temperature much higher than most crops and livestock were used to. Millions of Tons of crops were lost, and countless cattle died. Famine was rampant, and revolts exploded everywhere, even in the nations deemed most stable. Deadly pandemics spread, using the deteriorating global trade network. Of these, the most deadly affected not humans, but the grasses they depended upon. Wheat, Corn, oats, barley, rye, rice, all of the Poacea family were devastated. Various strains survived, but these were invariably the smaller, less nutritious strains. Civilization collaped, and within generations, stories were being told of the amazing powers of the “ancients,” who from their thrones in their great shining cities, dared to believe they were gods. Society devolved, and only in the most fertile areas there remained settled people, living in ignorance and feudality. Tribes of Hunter-gatherers inhabited the rest of the world…
700 years passed, and agriculture again began to be able to support large numbers. As villages grew into towns, and towns grew into cities, scholars turned to the written records from the dark times and before…
There was a world to claim, and untold secrets to discover among tribes of deadly ferals and savages and gangs of river pirates and brigands.

Reclaiming The World

Rules: (they have changed slightly)

Spoiler :
I) Getting Started

To begin the game, we start at a Post apocalyptic, Dark Age technology level. When signing up, all you need is the name of your country, a color, a location on the map for your capital, and filling out of the Stats. The kingdom or nation will be the small plot of land surrounding the capital. This is a blank map of eastern North America. Since this is a story-telling-based game, we would recommend a history of your kingdom up to this point, and a flag would be excellent too.

When creating your stories, please do not make to many references to the fallen civilization. It has been 700 years of Dark Age, with no one able to read the languages of the ancients. (just recently have scholars begun to be able to decode their writings.)

I should probably add: When you choose your color, do not choose any whites, light grays, blacks, or light blues. The whites are too close to the blank terrain, grays are for barbarians, blacks are too close to the border colors, and light blues too close to water.

II) The Turn

The turn is the basic unit of in-game time, and lasts from the previous update until the GMs declare that the turn is over, usually when all orders are in (See section III for details). If not everyone hands in their orders, the turn ends after 48 hours. During each turn, you sort out diplomacy and trades between other countries, and you work out agreements. However, anything you say here does not have to be truthful. Only your orders are what matter. Also, PMs can be made between players to deal with these matters. These also do not require any truth. To maintain this, we ask that PMs received by a GM not be quoted in any PMs between players.

III) Orders

Within a given period from the previous update, you must PM your orders to one of your GMs. Orders are lists of where you want to spend your money, what projects you want to make, where you want your troops to go, where you want to expand, etc. If you fail to send orders in a timely manner, your country will be automated for the turn. Missing multiple orders, without warning me in advance, may make your country an NPC, meaning that they are fully automated and open to anyone else to join. Also, when filling out orders, please include your stats.

A) Economy + Infrastructure

Your nation's economy is determined in Gold Per Turn (GPT). This is your nation's income per turn. This income is what you will use to improve your nation, either by building cities, researching technology, or building your army and navy. You can also bank your gold for spending at a future date, but it will not accumulate interest until a specific tech is introduced by me and researched. Also note your GPT will naturally rise over time due to inflation. If your GPT is in between 1 and 50, it takes 3 turns for it to rise by one. From 50 to 75, it will raise by one every 5 turns. Various technologies will and events may give Civilizations a boost.

B) Resources
Resources will be treated differently in this game than in any other game so far. Instead of generic colored blocks, they will be specific resources, which will provide a specific benefit, be it military, economic, or random.
Gold: +5 gpt
Iron: +5% military
Old Tech Dig: Random Effect
Grapes: +3 stability
Apples: +3 Stability
Wood: -10% to Built Project cost
Cotton: +5% stability
Bamboo: +5% Navy
Horses: +10% Military
Cattle: + 1 to city cap
Other Resources may become available as time goes on.

To claim a resource, there will be a base cost that must be paid before the resource can be exploited. (To represent the creation of a camp or mine.) This cost will depend on the resource and the location. The cost will be posted in the thread during an update when a person takes over a region.

C) Great People. Yes, like in Civ, we now have great people. After a particularly great turn, you may receive a great person, who will bring his expertise to help you, be it a great strategist or an innovator in the likes of Einstein and Leonardo Da Vinci.

D) Military

Your military is divided into army and navy, and each is rated by an arbitrary number that rates your country relative to the others. For every 1 gold you invest here you get 1 military point. The more military power you have, the higher the chance that you will win. However, upsets can happen, and the better military may not always win. Additionally, certain techs you can research will give you military multipliers. Also, for every 5 military you have, whether it’s army or navy, you lose 1 gpt in maintenance.
There will also be a Military Cap, which will be raised by various techs and government types. At first, the Cap will be set at 25 total Units. (land, sea, and river)

E) War details

When you are at war with someone, you PM in your orders a minimum of how many units of military you want to send and where you want to send them. If you want to, you can be more detailed, and you will probably get better results. When you capture a city, it will be in revolt. Since cities do not make units, all this means is that you don’t get its base 2 gpt for 1 turn. In this turn, you can do three things: You can do nothing, which makes Thomas.berubeg (the official War GM) flip a coin. Heads, it comes out of rebellion. Tails, it stays in for another turn. Or, you can Raze the city, erasing it from the face of the earth and adding an instant amount of gold (determined by the age you are in) to your banked gold. The last option is to Pacify the citizens, spending an amount of gold that is determined by your era to make it instantly come out of revolt.

F) Technology

The Dual GMs will pick one or two advances made in any, assign it a tech value, and open it up for everyone. You can then use Tech Points, bought at 1 gold per point, to purchase these advances. They may give economic benefits, enable further expansion, discover new resources, provide military multipliers, or really anything that technology has done for man. Some, not many, technologies will be exclusive. This means that only one or two nations can research them, and once researched they can be traded. Mostly these exclusive techs will be sent via a private PM, to preserve secrecy. And remember, you cannot trade a tech that you do not have! Trades are only recognized if you send them to both the person you’re trading with and your assigned GM, and if you lie about a tech, you will receive a penalty. Some Unique techs will be Untradeable.

G) Special Projects

Projects were a big part of the RfMK, and they will still be important. Think of something that actually makes sense, like diverting gold for a massive blitzkrieg or a boost in research, and we’ll assign it a monetary value. Additionally, you can suggest a unique technology (again, that makes sense) for your nation. If it gets approved, it will be assigned a Tech Point value and effect and will act like any other exclusive tech.

H) Cities
There are some projects that came up multiple times, and have been made into things you can spend money on. The first of these are cities. Give a name and location, you get a city on the map that adds 2 gpt to your economy. Cities cost 5 gold for the first two, and for every two after the cost increases by 5. However, if the city is lost, the gpt bonus transfers away. There is a city cap that increases with time. For the first few turns, population is too low for much expansion, and only two cities are allowed. At a predetermined time by the GMs, more cities will be allowed.

I) Expansion and Attack

If there is empty land next to your country, or within reach by sea, you can order expansion to that area. This incorporates this area into your country, as long as the request is not excessive. Expansion is limited by the technology you have researched, and may be severely limited in the beginning. Larger nations also have lower stability (See section H for info on this). Also, you can make attacks with your military. Simply say where you want to attack and with how much power, and we will set up the attack. You can tell us more (the method of transport, perhaps some tactics) and you will get better results, but you don’t have to. Defenders can also include in their orders strategies for defense and will have better results. It’s probably worth mentioning, too, that you CAN make surprise attacks (without declaring war), but you will recieve a penalty as a result. It's still worth doing, however.

J) Trade and Diplomacy Orders

When you’ve finished making arrangements with other players, you must give the orders to fulfill your part of the trade in your orders. For instance, if you are going to trade 7 tech to get 21 gold, you must say “I give 7 tech to this country” in your orders. Same goes for any other diplomatic action. In trades, the items that are traded, excluding projects, grow by 10%, rounded up. This means that if you give 4 power, the receiver receives 4.4 power, which is rounded up to 5. Technology is special when traded, because you don’t actually lose it when you trade it. It’s sort of like the flame of a candle – you can spread it without losing it. However, be careful- once a nation knows a technology, they can never unlearn it. Other diplomatic actions like treaties, alliances, and for that matter trades will be limited by tech level but are largely left up to the players’ imaginations.

K) Stability

No nation is totally stable. Several things affect your stability- your ratio of military to population (cities), your governmental types, whether you’re at war or not, the size of your empire, and various random events all have a hand in it. Your stability will be kept a secret from other nations! It will not be posted on the main stat page, but if you ask your GM for it you will receive a PM with information. Stability is ranked between 0 and 50. The higher you are, the more stable. Each nation starts at a stability of 40. Instability carries several negative effects. You have a higher chance of cities rebelling and forming their own nations, you can suffer diplomatic penalties from other NPCs, and if you have any unique technologies they are likely to be leaked by malcontents.

L) Government type

Government types carry pros and cons. Every system has its strengths and weaknesses. In the beginning you will be restricted to a few basic types, but as time progresses you can PM era-appropriate governments you want to switch to and, if approved, they will be implemented for all to use. In the start you are restricted to:

Republic: Bonus to Stability, neutral to Military, neutral to Expansion, penalty to Technology

Theocracy: Bonus to Stability, bonus to Military, neutral to Expansion, large penalty to Technology

Military Dictatorship: Penalty to Stability, bonus to Military, neutral to Expansion, neutral to Technology

City-States: Penalty to Stability, neutral to Military, neutral to Expansion, bonus to Technology

Feudalism: Neutral to Stability, bonus to Military, large penalty to Expansion, bonus to Technology

As time goes on and more people invent new governments in their PMs, new forms of government will be available.

M) Stories

The more detailed you are in your orders, the more successful you will be. If two nations clash that are absolutely equal in power, the one who is more descriptive wins. Remember, we GMs are people too, and we like reading good stories, so naturally we will want to keep the storytellers alive, right?

Likewise, Stories written in the thread may give benefits.
 
Spoiler :


Spoiler regional map :


Sample Stats:

Country name
Color
Player
Army: 5
Navy 5
River navy: 5
GPT:
Tech Points:
Techs:
Governments:
Trade Alliances:
Resources:

Country name: The Empire
Capital: Trikonn
Other Cities: Maldoria, Targus
Color: Dark Blue
Player: Backwards Logic
Army: 15
Navy 0
River navy: 0
GPT: 7 (8 in 2)
Banked Gold: 2
Tech Points:
Techs:
Governments: Feudalism
Trade Alliances:
Resources:

Name: Echajinian Empire
Capital: Echajin
Other Cities: Ilesia
Color: Dark Green
Player: Mythmonster2
Army: 5
Navy 12
GPT: 7 (8 in 1)
Tech Points:
Techs: Agriculture
Governments: City-States
Trade Alliances:
Resources:

The Dominion
Capital: Fazure
Other Cities: Char
Stuck in Pi
Army: 6
Navy 5
River navy: 5
GPT: 7 (8 in 1)
Tech Points:
Techs: agriculture
Governments: City-States
Trade Alliances:
Resources:

Country name: Myamevalle Lordship
Capital: Cincinna
Color: Orange
Player: Merciary
Army: 5
Navy
River navy: 10
GPT: 5 (6 in 1)
Tech Points: 2
Techs: Agriculture, Trade
Governments: Feudalism
Trade Alliances:
Resources:

Country:
Capital: Kasharan
Color: Maroon
Player: Taillesskangaru
Army: 5
Navy 6 (6 in 2)
River navy: 5
GPT: 5 (6 in 1)
Banked Gold: 5
Tech Points:
Techs: Agriculture
Governments: Republic
Trade Alliances:
Resources:

Country name: Federation of the Cove
Capital: The Cove
Color: Pale Blue.
Player: The13thRonin
Army: 5
Navy 5
River navy: 5
GPT: 11 (12 in 1)
Tech points:
Techs: Agriculture, Trade
Government: Tribal Federation
Trade Alliances:
Resources: Slaves (2 turns left), Slaves (1 turn Left)
Projects: Cove Harbors (2/20)

Singordia // Abaddon
Color: Purple
Army: 17
River navy: 3
Navy: 0
GPT:5 (6 in 2)
Tech Points:
Techs:
Government: Military Dictatorship
Trade Alliances:
Resources:

Name: Ironic Empire
Color: Dark Orange
Player: choxorn
Capital: Ektilagrad
Army: 15 (+5%)
Navy: 0
River navy: 5
GPT: 5 (6 in 1)
Tech Points:
Techs: Agriculture
Governments: Military Dictatorship
Trade Alliances:
Resources: Iron

Name: Galladorian Empire
Color: Dark Blue
Player: Pinman
Location: Near the Green Dot at the western edge of the map, in the same area as the northern river. (Of the two in the south-western corner)
Capital: Schejardi
Other Cities: Green Hills, Conosso
Army: 10
Navy: 0
River navy: 5
GPT: 9 (10 in 1)
Tech Points: 2
Techs:
Governments: City States
Trade Alliances:
Resources:

Herders of Ariskan
Capital: Ariskan
Charles Li
Army: 15 (+10%)
Navy: 0
River navy: 0
GPT: 5
Tech Points: 2
Techs: Agriculture
Governments: Tribal Council (City States)
Trade Alliances:
Resources: Horses

Country name The Scholars
Color A blue of some kind
Player Vertinari
Army: 5 (Only for exploration and defence)
Navy 5 (Only for exploration and defence)
River navy: 5 (Only for exploration and defence)
GPT: 5 (6 in 1)
Tech Points: 2
Techs: Library of the Ancients (Unique/ untradeable)
Governments: Council
Trade Alliances:
Resources:
 
Resources:
Gold: Yellow Square
Iron: Grey Square
Old Ruins: Grey Area
Grapes: Pinkish purple Circles
Apples: Red Squares
Wood: Brown Circles
Cotton: Grey Circles
Bamboo: Light Green Circles
Horses: Brown Squares
Cattle: Dirty Green Circles

Techs:
Agriculture: 4 tech points, prerequisite for all other techs
Trade: 3 tech points, prerequisite for trade
Netting: This invention allows for greater fishing catches, allowing for larger coastal villages. Netting allows the creation of fishing villages, which cost only 3 gpt and provide 1 gpt, but must be very near water. (requires trade) (7 tech points)
Archery: the Hunter that discovered the Herders of Ariskan brought back a wonderous military invention: a piece of wood and rope that launched another piece of wood farther and stronger than anyone could throw it. (provides +10 percent to defense) (4 tech points)

Unique Techs:
Library of the Ancients: bonus tech points proportional to amount of tech. points existant

Wars:
None


You may now post.
 
Country Name: The Empire
Capital: Trikonn
Location: In between the two rivers in the far North East. Put capital in the dogleg of southern river.
Color: Dark Blue
Player: Backwards Logic
Army: 15
Navy 0
River navy: 0
GPT: 5
Tech Points:
Techs:
Governments: Feudalism
Trade Alliances:
Resources:

History: The Trikonian people were once the mightiest civilization on Earth. They were the supreme power economically and militarily, and used their financial superiority to fuel incredible technological advancements and awesome military conquest. But the Empire slowly disintegrated. Uprisings from the countries they had conquered coupled with the total depletion of their resources resulted in a catastrophic collapse of epic proportions, rivaling the destruction of the Empire of Alexander the Great and the Fall of Rome. Military might tried to stall this decline, but corruption and in-fighting among the nation's most able generals led to a bloody civil war, destroying the Empire's greatest cities and killing its greatest minds. To top it off, a vicious plague scoured the landscape, eradicating the population further. As fast as it had risen, the mighty had fallen. The remaining survivors fled to rural caves, abandoning its former population centers to escape the destruction. Over time, the Trikonian people formed various small tribes and co-existed as best as they could. Legends passed down generation to generation told its children about the once mighty Empire, with its majestic cities and incredible wealth and riches. Some thought it was a fable, others wrote it off as simply impossible that such a thing could have existed, but one man alone knew it to be true. He was a fiery orator and a cunning military strategist, and soon he had united the various tribes via the pen and the sword. He became known as The One, and after appointed Emperor convinced the population that it was their destiny to reclaim what their ancestors had created and lost. Now, organized and motivated to reclaim their former glory, they will rise above any challenge to reacquire what is rightfully theirs, and will stop at nothing to reforge The Empire.
 
so you want to be between the river and the coast? up at the north? and you need a government.

A history would be nice, too!
 
Put the capital on the Southern River, in the little "u" shape that river makes.
 
Uhm, nope....

That's the middle of the map ;) I said north east. Look at the far North East part of the map - you'll see two rivers close together that do not touch. Put my capital on the southern river in it's dogleg - the dogleg makes a "u" shape. Thanks.

I'll do the government and history later, I just wanted to reserve a spot.
 
do you mean really, really northeast? (where washington would be?)


edit: i see where you mean. alright.
 
Yes, really really Northeast ;) Almost in the corner, but instead by those two rivers I mentioned.
 
:goodjob: You got it!
 
Name: Echajinian Empire (;))
Capital: Echajin
Color: Dark Green
Player: Mythmonster2
Location:
Army: 5
Navy 10, I think
GPT: ?
Tech Points: ?
Techs: ?
Governments: City-States
Trade Alliances: ?
Resources: ?

History: The Echajinians have always been seafarers. Never mind the so-called "prophets" who claim they came from a land across the Great Ocean! As if anyone could cross it! Sure, they were a little darker than most others, but that's just because they're more southern. Originally they hunted for fish, but soon their population became to big to live on boats. Now, they had to live on land. To remember their ties to the sea, they picked a spot for their capital city on the coast.
 
The Dominion
Capital: Fazure
Red
Stuck in Pi
Army: 5
Navy 5
River navy: 5
GPT:
Tech Points:
Techs:
Governments: City-States
Trade Alliances:
Resources:

Location: Just north the river due west of the largest island.
 
Am I allowed to do my earlier idea for a nation?

If so:
Country name: Myamevalle Lordship
Capital: Cincinna
Color: Orange
Player: Merciary
Army: 5
Navy 5
River navy: 5
GPT:
Tech Points:
Techs:
Governments: Feudalism
Trade Alliances:
Resources:
Location: Present day Cincinnati


History: When disaster struck the Earth many of the intelligent people fled the city to the outside areas to attempt to farm the land they once ignored. As time went on the less intelligent realized that they couldn't live in the cities any more so they fled too. But when they got out there was no more land so they worked for those that did. As the devolution of man continued these land owners became feudal lords. Stories spread of the horrors of the great city they fled , the black river which nothing lived, the demons and other evils in a place called Over the Rhine, and the curse of the "Sports teams". So for years they avoided it, but one day a curious boy wandered in to it. He saw towers of stone, the ground was even stone like that of the feudal lords palaces, there were no demons, even the river had become clean. He then saw to large buildings the likes he had never seen before. They were huge, circular, and had Big letters on them. One said "Bengals" the other "Reds", he instantly saw them as great temples. He ran back to his feudal lord to tell him what he saw. Eventually the word spread and all the lords showed up and began to move into the city. Taking it for new palaces, training grounds, docks, everything you could think of. Bengal and Red permitting they were ready to reclaim their birth right.
 
@merciary: sure, but we need a capital name... (also, do you think they'de remember the name Cinccinati?)
 
Country name: Republic of Radataria
Capital: Kasharan
Color: Maroon
Player: Taillesskangaru
Army: 5
Navy 5
River navy: 5
GPT: infinity
Governments: Republic

(the river is hereby named the Kashur River, and the Bay the Radatarian Bay.)



History to come later.
 
@merciary: sure, but we need a capital name... (also, do you think they'de remember the name Cinccinati?)

No I don't think they would remember the exact name, but that's why I put a corruption of it showing the decay and change in the language but with key things being remembered. Hmmmm...... a capital, lets go with Cincinna as the capital and I'll change the nation's name to the Myamevalle Lordship
 
Country name: Federation of the Cove
Capital: The Cove
Color: Pale Blue.
Player: The13thRonin
Army: 5
Navy 10
River navy: 0
Government: Tribal Federation (made up of different pirate groups forming a grand committee overseen by the pirate king).
Location: Pick a spot, any spot along the coast.

Description: As the great 'Heat Age' began people living along the coasts of the world turned to the ocean to support them. Peaceful existence did not last for long as the different tribes of coastal warriors (dubbed 'pirates') fought bitter wars against each other. Eventually one tribe rose up and dominated the other coastal tribes. The chief of this tribe forged a pirate committee which was to be headed by himself as 'king' of the pirates. In the decades that followed fierce and isolated coastal raids were made upon the mainland by a larger, more organized pirate force. Often these raids were led by the pirate lords themselves. A grand navy was built and the pirate federation/empire prospered... Its future has just begun.
 
Top Bottom