TheLizardKing
Let's talk Michelle.
Deadline, March 28th
"The throne is a glorious sepulcher”
Update 1: 0-200 ST; Part 1, Part 2, Part 3
Update 2: 200-210 ST; Part 1, Part 2
Update 3: 210-220 ST; Part 1, Part 2
Welcome to A Glorious Sepulcher, a collaborative world-building fresh start NES exercise in futility. Over the course of however many updates we may be able to put out it is our goal to work with players to create a relatively-plausible world with unique societies, cultures and nations covering a time-span of many centuries leading from the earliest centralized polities to modern nation-states. Players will create a culture and guide that culture, and eventually a state or nation of that culture, throughout history for good or for ill. All the action, drama and intrigue (and potentially violent revenge by the players against the moderators) will take place within biosphere of an Earth-similar planet, orbiting an Earth-similar sun, which is home for a species of apelike bipeds that we will assume for all intents and purposes are identical to Homo sapiens sapiens. In order to be a part of this NES, you need to have a pulse – if you run your culture poorly, rest assured you will end up some Spartan's Helot. Culture submissions should follow the template below...
This template will be used to assemble a basic start for your culture, and any information in here will be highly, highly subject to change over the course of the NES as cultural, religious, political exchange and conflict occur. Almost inevitably, your culture will give rise to other cultures and multiple states, and will be subject to some form of political diaspora. This is to be expected; original cultures will serve only as the ancient origins of great seafaring nations, revolutionary states and colonial empires later on in the NES.
The Cradle System
This is where we callously cramp your style by restricting where you can create a culture. At the start of the NES, cultures which will be relevant to the events of early history will exist in one of three geographic cradles where climatic and topographical conditions are conducive to successful, early agrarian societies. Later on, we will expand the world and places where players can start. Cultures which exist outside of the initial cradles will not necessarily be as advanced as their older neighbors, but trade and exchange will bring these societies up to date eventually.
On Warfare
Wars between players' cultures, states, nations, etc will be handled by a system of arbitration, strategy, cunning and blind luck. Also heavy doses of mod bias. Someone once said no plan survives contact with the enemy (quotes are fickle things) and this holds true here as well. Players that understand the ramifications of military action, and are willing to do the legwork of writing battle plans and accounting for the requisite eventualities, will experience success.
Culture and Stuff
The only thing separating your noble people from the hordes of unwashed barbarians just outside of your borders in the sum of your culture. Sort of. Sadly, NESing and my mental capabilities haven't reach the point where I am able to correctly apply and represent the growth and expansion of culture throughout the history of this world. So we're just going to toss some arbitrary numbers out there, and hope for the best. Each nation is part of a culture group, and has a certain amount of culture points, which are basically currency... for culture. Culture in the NES takes the form of military power, and UU's. Culture points represent how much your culture has been flourishing; so build a temple? Get ,more culture points. Conquer a people, and force your cultural dominance on them? Get more culture points. Write delightful stories, or essays on the tenets of your made up religion? Get culture points. Realistically, they're very easy to get, and one shouldn't really fret over getting them. You all have equal, and easy chances.
Now, I'm sure you're wondering why you'd necessarily want culture points. I mean, why waste your time building temples, when you could be building ships to raid your neighbors? Well, the short of it is, culture points allow you to build and expand your military capabilities. Culture points act like Gold in that the more you have, the better your UU's can be, or better your basic doctrine can be. For example, say you have the "TLK Culture."
TLK Culture
Training: 1
Armor: 1
Melee: 1
Mounted: 1
-Spearmen: 5 Gold for 1 Unit
-Horsemen: 5 Gold for 1 Unit
Clearly, you're going to want to improve some of your stats to stay ahead of the curve. Through the collection and allocation of culture points, it's possible to get your units to fighting trim. To raise any of your points, it costs 60 Culture Points.
But what about the other stats that have the same culture as me!? They get to benefit from my culture points?
Yes. But you're thinking of it wrong. It's not your culture points. It's your culture's points. Yes, other states may benefit from your accumulation of points, and you may do the same with theirs. That's the hard facts of sharing a culture with another nation.
I can't chose what nation's join my culture? What if my enemies hop aboard my culture, and get all of my benefits?
If your enemies decide to try to 'game the system', and change their culture to better you in a war, your battle is already half-way completed. They'd be sacrificing their culture, and whatever stability they have for a military advantage. That'd be the equivalent of the Persian Empire attempting to completely Hellenize to combat the Greeks better. By and large, should anyone do that, you'll get the better of it.
What if I want to switch cultures?
It's very possible. It just takes a few turns to do, and you have to run through some common-sense check marks. Ask yourself, "realistically, what can I expect to happen here?". If you are a very peaceful, trade oriented culture, and you wish to turn into a warmongering expansionist nation, you should understand that it's doubtful that everyone citizen of your empire is going to sit back and allow their cultural legacy to be torn apart. It has to be gradual, and you have to be willing to basically spend a few turns in limbo dealing with the domestic strife that might come about.
What about hybrid cultures?
I'm sifting through this idea for now, but honestly, I can't give a concrete answer.
Can I just start a new culture up out of nowhere?
Again, I can't really answer that. Unlike the previous question, I'm tentatively leaning towards a "no, not in an already established area." If you want to make a case for some newly civilized barbarians, or another cradle region that I may or may not open up, then of course. But having one nation disregard centuries of a previous culture, to start a new one from scratch doesn't seem possible. If you want to change the direction your culture is going in, try invading a few neighboring cultures, and gradually making changes yourself.
Speaking of invasion, can I force my culture down other people's throats?
Of course! That's half the fun, isn't it? Invading other places is nice, but what's even nicer is forcing them to *insert your culture's name here"-ize. You get a few cultural points from winning major battles, and even more for clearly winning the war. You can also get to reap some of the best that the other culture has to offer you as well. Basically, for at least the time frame we're in, wars and campaigning can be very beneficial.
UU's
What about UU's? Good question. UU's are going to be treated in a similar manner to your army doctrine, only that they're much cheaper to make, and your cultural partners in crime don't get the benefits right away. Each point in a UU design costs 15 culture points to get. So if you wanted to make a ship that had;
TLK's Pimpship
Armor: 1
Size: 1
Sail: 1
Missile: 1
Can be built by: TLK
Price: 5 Gold
It would cost you 60 cultural points. Adding another point into any category would make the price 75.
Can I only get points for designs from spending culture points?
Nope! UU design points will be given out as bonuses every once in awhile, or even as rewards from fighting in a war. Did you happen to capture one of your enemies super-strong ships? You get an extra naval design point!
Do people in my cultures get my designs?
Not immediately. Though, history has shown that being a copy-cat isn't necessarily a bad thing. You'll have to play it by ear; feel safe in knowing that you should have technological dominance at least at first, and your wonderful ideas might gradually spread throughout your culture overtime.
Can we trade designs?
For now, yes.
Can we co-make a design?
Sort of. For want of making stupid technicalities, country X and country Y cannot build a ship together. Country Y can give Country X money, and entrust that Country X will make a ship that it can share with Country Y.
What are the basic design structures for each type of UU?
For now;
Naval UUs
Name
Armor:
Size:
Sail:
Missile:
Can be built by:
Price:
Cavalry UUs
Name
Training:
Armor:
Melee:
-Missile
Can be built by:
Price:
Infantry UUs
Name
Training:
Armor:
Melee:
-Missile:
Can be built by:
Price:
If you have a UU in mind that you feel is not properly represented under these structures, contact me, and I'll see what we can figure out.
Turns and Orders
Turns will take different forms throughout the NES. At this particular moment, it is the intention to have several Boring Times jumps that will bring players and their societies hundreds or even thousands of years into the future. As the NES continues, turns will get shorter and shorter as is applicable. At the start, turns will last at least ten years' time. As turns get shorter, players should adjust their orders accordingly. BT orders should of course consist of broad guidelines, instead of specific orders (when/where applicable).

"The throne is a glorious sepulcher”
Update 1: 0-200 ST; Part 1, Part 2, Part 3
Update 2: 200-210 ST; Part 1, Part 2
Update 3: 210-220 ST; Part 1, Part 2
Welcome to A Glorious Sepulcher, a collaborative world-building fresh start NES exercise in futility. Over the course of however many updates we may be able to put out it is our goal to work with players to create a relatively-plausible world with unique societies, cultures and nations covering a time-span of many centuries leading from the earliest centralized polities to modern nation-states. Players will create a culture and guide that culture, and eventually a state or nation of that culture, throughout history for good or for ill. All the action, drama and intrigue (and potentially violent revenge by the players against the moderators) will take place within biosphere of an Earth-similar planet, orbiting an Earth-similar sun, which is home for a species of apelike bipeds that we will assume for all intents and purposes are identical to Homo sapiens sapiens. In order to be a part of this NES, you need to have a pulse – if you run your culture poorly, rest assured you will end up some Spartan's Helot. Culture submissions should follow the template below...
Culture Name: What your people call themselves
Location: Where you start
Culture Description: Important notes about the origin of your culture, what your people value or believe, that sort of thing
Political Description: A brief or lengthy overview of how your people are organized under the authority of a tribal council, a monarch, an assembly of important merchants and patricians, etc.
Religious/Social Description: Overview of important religious or social customs, any important notes on religion, etc.
Army/Navy Description: Notes about the makeup of whatever military or war band structure your culture might have, and seafaring where applicable
Myth: Any notes about your culture's interpretation of the origin of the universe and mankind
Economic Notes: Information about how your people subsist off the land, and how the economy is organized (or not organized)
Person Names: Generic male and female names from your culture's language
Place Names: Generic place names from your culture's language
This template will be used to assemble a basic start for your culture, and any information in here will be highly, highly subject to change over the course of the NES as cultural, religious, political exchange and conflict occur. Almost inevitably, your culture will give rise to other cultures and multiple states, and will be subject to some form of political diaspora. This is to be expected; original cultures will serve only as the ancient origins of great seafaring nations, revolutionary states and colonial empires later on in the NES.
The Cradle System
This is where we callously cramp your style by restricting where you can create a culture. At the start of the NES, cultures which will be relevant to the events of early history will exist in one of three geographic cradles where climatic and topographical conditions are conducive to successful, early agrarian societies. Later on, we will expand the world and places where players can start. Cultures which exist outside of the initial cradles will not necessarily be as advanced as their older neighbors, but trade and exchange will bring these societies up to date eventually.
On Warfare
Wars between players' cultures, states, nations, etc will be handled by a system of arbitration, strategy, cunning and blind luck. Also heavy doses of mod bias. Someone once said no plan survives contact with the enemy (quotes are fickle things) and this holds true here as well. Players that understand the ramifications of military action, and are willing to do the legwork of writing battle plans and accounting for the requisite eventualities, will experience success.
Culture and Stuff
The only thing separating your noble people from the hordes of unwashed barbarians just outside of your borders in the sum of your culture. Sort of. Sadly, NESing and my mental capabilities haven't reach the point where I am able to correctly apply and represent the growth and expansion of culture throughout the history of this world. So we're just going to toss some arbitrary numbers out there, and hope for the best. Each nation is part of a culture group, and has a certain amount of culture points, which are basically currency... for culture. Culture in the NES takes the form of military power, and UU's. Culture points represent how much your culture has been flourishing; so build a temple? Get ,more culture points. Conquer a people, and force your cultural dominance on them? Get more culture points. Write delightful stories, or essays on the tenets of your made up religion? Get culture points. Realistically, they're very easy to get, and one shouldn't really fret over getting them. You all have equal, and easy chances.
Now, I'm sure you're wondering why you'd necessarily want culture points. I mean, why waste your time building temples, when you could be building ships to raid your neighbors? Well, the short of it is, culture points allow you to build and expand your military capabilities. Culture points act like Gold in that the more you have, the better your UU's can be, or better your basic doctrine can be. For example, say you have the "TLK Culture."
TLK Culture
Training: 1
Armor: 1
Melee: 1
Mounted: 1
-Spearmen: 5 Gold for 1 Unit
-Horsemen: 5 Gold for 1 Unit
Clearly, you're going to want to improve some of your stats to stay ahead of the curve. Through the collection and allocation of culture points, it's possible to get your units to fighting trim. To raise any of your points, it costs 60 Culture Points.
But what about the other stats that have the same culture as me!? They get to benefit from my culture points?
Yes. But you're thinking of it wrong. It's not your culture points. It's your culture's points. Yes, other states may benefit from your accumulation of points, and you may do the same with theirs. That's the hard facts of sharing a culture with another nation.
I can't chose what nation's join my culture? What if my enemies hop aboard my culture, and get all of my benefits?
If your enemies decide to try to 'game the system', and change their culture to better you in a war, your battle is already half-way completed. They'd be sacrificing their culture, and whatever stability they have for a military advantage. That'd be the equivalent of the Persian Empire attempting to completely Hellenize to combat the Greeks better. By and large, should anyone do that, you'll get the better of it.
What if I want to switch cultures?
It's very possible. It just takes a few turns to do, and you have to run through some common-sense check marks. Ask yourself, "realistically, what can I expect to happen here?". If you are a very peaceful, trade oriented culture, and you wish to turn into a warmongering expansionist nation, you should understand that it's doubtful that everyone citizen of your empire is going to sit back and allow their cultural legacy to be torn apart. It has to be gradual, and you have to be willing to basically spend a few turns in limbo dealing with the domestic strife that might come about.
What about hybrid cultures?
I'm sifting through this idea for now, but honestly, I can't give a concrete answer.
Can I just start a new culture up out of nowhere?
Again, I can't really answer that. Unlike the previous question, I'm tentatively leaning towards a "no, not in an already established area." If you want to make a case for some newly civilized barbarians, or another cradle region that I may or may not open up, then of course. But having one nation disregard centuries of a previous culture, to start a new one from scratch doesn't seem possible. If you want to change the direction your culture is going in, try invading a few neighboring cultures, and gradually making changes yourself.
Speaking of invasion, can I force my culture down other people's throats?
Of course! That's half the fun, isn't it? Invading other places is nice, but what's even nicer is forcing them to *insert your culture's name here"-ize. You get a few cultural points from winning major battles, and even more for clearly winning the war. You can also get to reap some of the best that the other culture has to offer you as well. Basically, for at least the time frame we're in, wars and campaigning can be very beneficial.
UU's
What about UU's? Good question. UU's are going to be treated in a similar manner to your army doctrine, only that they're much cheaper to make, and your cultural partners in crime don't get the benefits right away. Each point in a UU design costs 15 culture points to get. So if you wanted to make a ship that had;
TLK's Pimpship
Armor: 1
Size: 1
Sail: 1
Missile: 1
Can be built by: TLK
Price: 5 Gold
It would cost you 60 cultural points. Adding another point into any category would make the price 75.
Can I only get points for designs from spending culture points?
Nope! UU design points will be given out as bonuses every once in awhile, or even as rewards from fighting in a war. Did you happen to capture one of your enemies super-strong ships? You get an extra naval design point!
Do people in my cultures get my designs?
Not immediately. Though, history has shown that being a copy-cat isn't necessarily a bad thing. You'll have to play it by ear; feel safe in knowing that you should have technological dominance at least at first, and your wonderful ideas might gradually spread throughout your culture overtime.
Can we trade designs?
For now, yes.
Can we co-make a design?
Sort of. For want of making stupid technicalities, country X and country Y cannot build a ship together. Country Y can give Country X money, and entrust that Country X will make a ship that it can share with Country Y.
What are the basic design structures for each type of UU?
For now;
Naval UUs
Name
Armor:
Size:
Sail:
Missile:
Can be built by:
Price:
Cavalry UUs
Name
Training:
Armor:
Melee:
-Missile
Can be built by:
Price:
Infantry UUs
Name
Training:
Armor:
Melee:
-Missile:
Can be built by:
Price:
If you have a UU in mind that you feel is not properly represented under these structures, contact me, and I'll see what we can figure out.
Turns and Orders
Turns will take different forms throughout the NES. At this particular moment, it is the intention to have several Boring Times jumps that will bring players and their societies hundreds or even thousands of years into the future. As the NES continues, turns will get shorter and shorter as is applicable. At the start, turns will last at least ten years' time. As turns get shorter, players should adjust their orders accordingly. BT orders should of course consist of broad guidelines, instead of specific orders (when/where applicable).