ilduce349
(Financial, Philo)
Welcome to AGCS. This will be a combination of my Realpolitik rome and Fued.
We will be using the map GEM 200BC playing as the Greeks. Revolutions, City Flipping after Conquest and Barbarian civs and all victories except for time enabled.
Joining
To join just state the name of your house, the name of your house master, the city state he works for and his age. You can also give some brief background about your house.
Background:
Since the fall of our great leader, Alexander I, we have been in war, with all the city states fighting each other for control of very little territory, for the last 130 years, this war has gone on, with no end in site. However in 207 BC, Macedon managed to unify Northern Greece and in 203 BC, Corinth signed an alliance with them.
Then in 202 BC, the unthinkable happened, the Spartans lost to Macedon in the battle of Sparta. Under the Athenians, the rest of the city states would wage war on Macedon, but this was without prevail, as Macedon would raze the city in 201 BC. Without Athens or Sparta, the Greek war effort seemed hopeless. However 1 man, Attalus I, believed otherwise.
He decided to temporarily unite the 3 remaining city states, and in a last desperate attempt wage war on Macedon.
We are the aristocrats and leaders of those city states and we must help Attalus I achieve his goal of destroying Macedon.
Game Rules
AGCS is a game where it isn't about trying to advance your country (though it helps) but advancing your standing in the world.
This game isn't just about holding onto power. You can try to hold onto absolute power forever but at some point you have to ask whether you want to risk everything for it. Do you want your entire House wiped out in the violent winds of Revolution or will you cede power to the opposition to save your skin?
Maybe you don't want to be in the seat of power. Maybe you just want to be destructive? Then don't be surprised if you find your House exiled. In this game, there's not just "Administration" versus "Opposition". It's "Administration" versus "House" versus "House" and so on.
Your House will be the key to success. Will you form a political alliance through intermarriage? Will you try to claim the throne if there's a King? Or will you decide that one tile of farmland is enough to be competive?
Your starting plot (if you get one) is important because how you use it will affect the rest of the game for you.
Finally, you will have to realize that there is a world beyond your country and being a land baron in a small, weak nation that was made weak by internal bickering won't benefit you. So, if you have to pay a small tax (or even big one), what can you do besides take it for now? Depending on the government, you can get a plot of land for a cost or for free but you will be taxed and building an improvement can cost you money.
If you have holdings in a far-flung province, you're going to have to make deals or else you'll find that you're not connected to a city and unable to trade.
Some concepts and rules:
A "generation" is 50 turns.
A "tunrset" is 10 turns.
There are three generations active at any given time. How does this affect you? At the transition of a generation, I will check the population. So, let's say Generation I has a population of 10,000. I will decide their viewpoints and other fancy stuff. Generally, this generation is most resistant to change.
You will have to pay taxes at some point. Don't get too upset about it though. Please.
Players can buy and sell land. For balance purposes, only members of government can actually collect taxes.
Rules are subject to change.
THIS IS VERY VERY IMPORTANT. If you own a plot of land, you better hope that you're connected to a city nearby because if you don't, you'll lose half that plot's "yield". Problem with that? You still have to pay taxes.
Even though the game speed is slow, please notice that new civics WILL change how the game is played. Houses are very powerful at the beginning of the game is some ways but as power centralizes and the government becomes more democratic and centralized, the government may decide that it wants to establish government ran railroads and such.
We will not discuss how communist civics will affect land ownership until later. Much….much later.
Keep off-topic stuff to a minimum. And roleplay!
Here's something I've learned in the England RP. People need to keep track of foreign relations!
Funding and buying buildings is super important. The Mayor/Government can make money off of people building buildings and could even tax the building. Houses can increase their influence with the people of the city and reserve specialist slots.
Negotiate often and through PMs. Especially with other players. Feel free to start your or Chatango page.
House feuds can be mutually destructive.
All units are useful in some way
This game can last forever. Players don't need to play the mod or have the game to play after all.
Oh, rules subject to change and I get final say and yadayadayada
I will start NPC organizations and such to further advance the game and by advance, I mean shake things up a bit. And by shake things up a bit.
The are a few city states at the beginning, once you create your house, you have to choose your allegiance. They are, Delphi, Pergamum and Rhodes.
Income: Income for the players (for now) is the total income (#of hammers, gold and food the city produces) of the city state they live in minus the city maintenance.
IMPORTANT: Maximum of 1 PC per house.
We will be using the map GEM 200BC playing as the Greeks. Revolutions, City Flipping after Conquest and Barbarian civs and all victories except for time enabled.
Joining
To join just state the name of your house, the name of your house master, the city state he works for and his age. You can also give some brief background about your house.
Background:
Since the fall of our great leader, Alexander I, we have been in war, with all the city states fighting each other for control of very little territory, for the last 130 years, this war has gone on, with no end in site. However in 207 BC, Macedon managed to unify Northern Greece and in 203 BC, Corinth signed an alliance with them.
Then in 202 BC, the unthinkable happened, the Spartans lost to Macedon in the battle of Sparta. Under the Athenians, the rest of the city states would wage war on Macedon, but this was without prevail, as Macedon would raze the city in 201 BC. Without Athens or Sparta, the Greek war effort seemed hopeless. However 1 man, Attalus I, believed otherwise.
He decided to temporarily unite the 3 remaining city states, and in a last desperate attempt wage war on Macedon.
We are the aristocrats and leaders of those city states and we must help Attalus I achieve his goal of destroying Macedon.
Game Rules
AGCS is a game where it isn't about trying to advance your country (though it helps) but advancing your standing in the world.
This game isn't just about holding onto power. You can try to hold onto absolute power forever but at some point you have to ask whether you want to risk everything for it. Do you want your entire House wiped out in the violent winds of Revolution or will you cede power to the opposition to save your skin?
Maybe you don't want to be in the seat of power. Maybe you just want to be destructive? Then don't be surprised if you find your House exiled. In this game, there's not just "Administration" versus "Opposition". It's "Administration" versus "House" versus "House" and so on.
Your House will be the key to success. Will you form a political alliance through intermarriage? Will you try to claim the throne if there's a King? Or will you decide that one tile of farmland is enough to be competive?
Your starting plot (if you get one) is important because how you use it will affect the rest of the game for you.
Finally, you will have to realize that there is a world beyond your country and being a land baron in a small, weak nation that was made weak by internal bickering won't benefit you. So, if you have to pay a small tax (or even big one), what can you do besides take it for now? Depending on the government, you can get a plot of land for a cost or for free but you will be taxed and building an improvement can cost you money.
If you have holdings in a far-flung province, you're going to have to make deals or else you'll find that you're not connected to a city and unable to trade.
Some concepts and rules:
A "generation" is 50 turns.
A "tunrset" is 10 turns.
There are three generations active at any given time. How does this affect you? At the transition of a generation, I will check the population. So, let's say Generation I has a population of 10,000. I will decide their viewpoints and other fancy stuff. Generally, this generation is most resistant to change.
You will have to pay taxes at some point. Don't get too upset about it though. Please.
Players can buy and sell land. For balance purposes, only members of government can actually collect taxes.
Rules are subject to change.
THIS IS VERY VERY IMPORTANT. If you own a plot of land, you better hope that you're connected to a city nearby because if you don't, you'll lose half that plot's "yield". Problem with that? You still have to pay taxes.
Even though the game speed is slow, please notice that new civics WILL change how the game is played. Houses are very powerful at the beginning of the game is some ways but as power centralizes and the government becomes more democratic and centralized, the government may decide that it wants to establish government ran railroads and such.
We will not discuss how communist civics will affect land ownership until later. Much….much later.
Keep off-topic stuff to a minimum. And roleplay!
Here's something I've learned in the England RP. People need to keep track of foreign relations!
Funding and buying buildings is super important. The Mayor/Government can make money off of people building buildings and could even tax the building. Houses can increase their influence with the people of the city and reserve specialist slots.
Negotiate often and through PMs. Especially with other players. Feel free to start your or Chatango page.
House feuds can be mutually destructive.
All units are useful in some way
This game can last forever. Players don't need to play the mod or have the game to play after all.
Oh, rules subject to change and I get final say and yadayadayada
I will start NPC organizations and such to further advance the game and by advance, I mean shake things up a bit. And by shake things up a bit.
The are a few city states at the beginning, once you create your house, you have to choose your allegiance. They are, Delphi, Pergamum and Rhodes.
Income: Income for the players (for now) is the total income (#of hammers, gold and food the city produces) of the city state they live in minus the city maintenance.
IMPORTANT: Maximum of 1 PC per house.