- Joined
- Mar 14, 2011
- Messages
- 4,131
Don't post yet
A New History of Man: The Dawn is an ambitious project based on the Civilization series. This installment focuses on the Ancient era up to the Medieval era. I plan to have the game be very receptive to players' actions, where an investment into a major project like a wonder as opposed to expansion will yield drastic differences in that civilization's progress. Some features include resources, a hidden tech tree, clearly defined victory conditions, unique wonders, and more.
Sign Up
You can base your countries off IRL countries, whether they were born in the time period or not. Just make sure that you spin it in a way that fits the time period. You may also borrow fictional countries, or make your own completely original fictional countries. If it fits, it ships. However as a rule of thumb, creativity and originality are prefered.
Name: The name of your country. Feel free to add both off-hand and official names.
Capital: The name of the first and only city you have to start out.
Description: A rundown of your government’s internal stuff. Your type of government, internal politics, and anything else of note. Decides some things relating to stability and internal political events.
History: We are starting in the “Classical” Era. You lot have an entire era of human history to build up. Go crazy. Or don’t. Just put something down that makes sense. Quality begets brownie points. This is related to any unique bonuses I decide to give you similar to unique abilities of countries in Civ games and can help (slightly) improve your starting position compared to other players.
Placement: Select a spot from the world map. Post an image of your selection. Around 20 provinces — give or take 5 — max, but keep in mind that more provinces = higher instability. Also, along with your claims map, add on a map that depicts what provinces are working on what growth resource. Red for production, green for food, yellow for coin. For context, please read the mechanics section.
Setting/World Conventions
As I mentioned earlier, this game is based of Civilization. So, we will be on Earth (on a not-fake map because you guys can’t be trusted with that) in a fairly realistic setting. I’m not a historian, economist, or really anybody with credible knowledge on any subject, so some amount of “suspension of disbelief” in terms of constructions and such should be given. No mystical beings or fantasy races are allowed. This is to say that elves are banned, but is not to say that Neanderthals and other pre-homo sapien sapiens are. This also does not limit belief in mysticism. None of your religions will be canon in my eyes, but you are free to create them and expand on them as much as you’d like.
Here’s the mechanics.
Resource Management
There are three kinds of resources in this game. “Hard” Resources, “Growth” Resources, and “Progress” Resources.
Hard Resources are comparable to strategic and luxury resources in Civ games. In this game, you don’t necessarily need them but they are a fairly good boon to have. They often provide flat but large bonuses to Growth and Progress Resources and can have an effect on things like stability, and may be required for certain constructions.
Growth Resources are resources related to the growth of your people and infrastructure. Most of these kinds of resources utilize the land outside your cities. Growth Resources are divided into three main categories: Food. Production, and Coin. Provinces must be assigned a growth resource to gather — your people will try to use the land to the best of their abilities towards the assigned resource. The only provinces that do not get assigned are provinces where cities exist.
Progress Resources are resources that relate to the progress of your civilization on a societal level. The gathering of these resources are mainly influenced by the buildings in your cities as well as your roleplay. The emergence of new technologies and the advancement of your culture depend on these resources — suitably and uncreatively, the resources are Science and Culture. Something special about Progress Resources is that their products can bleed into other civilizations depending on your deals with them or if you are producing a LOT of it.
Structures
Your civilization can be expanded vertically by the erection of buildings. There are standardized buildings that will be available to all at the start, and more to be unlocked. Buildings can do anything from increasing resource yields to increasing internal stability.
In addition to regular structures, you can also construct “wonders.” The catch is that the project has to be big and meaningful — requiring more than several turns of input to be completed. There are a few rules and requirements pertaining to creating a wonder, and here they are:
Cities
Cities are at the center of any great civilization. As such, it is important that you build a few.
Cities are important in increasing expansion and resource gain. Provinces that are closer to a city have increased yields. New cities are then able to build structures to further your civilization's progress beyond your capabilities with just your capital.
More cities also help maintain stability. While cities do generate a flat amount of instability, they also eliminate instability in provinces that are farther from other cities. Buildings not being taken into account, provinces one province away from a city increase instability gain by 5% each. Provinces two provinces away increases instability by 10% — and so on.
However, city spamming isn't a very good idea — each city increases the overall time it takes for Technology and culture to spread and can increase instability more than get rid of it.
Cities themselves with no buildings have no upkeep. Each building built in a city accrues two Coin per turn. Wonders do not accrue upkeep.
Provinces
Provinces are pretty unique in this game. Each province will have a dominant terrain type — this dictates what resources you can best harvest from them and how defensible the province is. The map key should be able to tell you what both of these are.
Hard Resources can be found in any province theoretically, but in reality there's only ever a chance of finding a hard resource on any given province. In order to find out, you must train an Explorer unit. This unit can explore up to 5 provinces of your territory or 2 unclaimed provinces. They will discover any resources in your territory but only have a chance to discover resources in unclaimed territory. Furthermore, while exploring your territory they are safe from any dangers, but when exploring outside they can encounter territorial wildlife or barbaric tribes that could hurt or kill the unit. The tradeoff is that they may find ruins of lost civilizations or friendly tribes that will help your civilization in some way.
The Sea
The Sea works similarly to land — you can work what part of the sea you own for resources. However, there are a few differences. The largest difference is that control of the seas is not represented by population and thusly does not increase instability.
As a balancing measure for those who would like to set their capital on the coast, they will start with a free lighthouse structure, which increases your control over the sea around your capital thus increasing how much growth resources you rake in. For similar balancing reasons, I will dictate how much sea you control, so you need not include your sea control in your stats.
Great People
Like in Civ games, there will also be great people. However, I'm not telling you how to get them.
I'll tell you what they can do though.
Great people come in many different varieties, from scientists, to artists, to generals. Generally speaking, great people will be able to grant a one time bonus to a progress/growth resource or construct a super-improvement on a non-city province. There may be other uses, but that's all I'm telling you for now.
Technology
There exists an invisible “technology tree” that players will climb up as discoveries are made in time. With enough science, you can discover a technology within that tree. In terms of obtaining a new technology, there are two phases. Discovery of a technology will reveal to the world that the technology exists and what the technology does. However, to reap the benefits of that technology, you have to get that technology spread across your borders. This is the second phase and is also influenced by your science output. The first to discover AND completely expand a technology across their borders will receive a bonus related to that technology. Because the person who discovered the technology already has a lead advantage, the receive no additional bonuses. Once a technology has been completely spread across a civilization, it can then bleed into other civilizations. This automatically “discovers” the technology for them and increases the speed in which the technology spreads across its borders. However, if the technology becomes an integral part of this technologically inferior civilization, there is a chance that the tech leader that the technology came from will get a “cultural advantage” over them, increasing the lower country’s susceptibility to the higher country’s culture. In other words, staying behind technologically is a bad idea. however, this is not to say it will cause immediate hegemony — it’s an advantage, not a total victory.
War
*insert fallout war never changes quote*
This game, unlike my previous attempt at a game, does not emphasize cooperation at all. You may cooperate — and it may be advantageous, but I totally condone warring your neighbors at will.
So the main facet of your military are its Armies. Armies are groups of units that go to combat together for your cause. The process of making an Army is simple. You grab two or more units and say they're an army.
This sorta implies that units work somewhat differently than what you might come to expect, and they do. Units essentially are an Army's stats. Each unit gives a boost to a different part of an army's stats. For example, an archer unit significantly increase the defensive stat of an army; a swordsman unit increases the health of the army; a catapult unit increases the offense of the army. All units will probably at least slightly increase all an army's stats, but the key is what you wish to focus on.
Just like structures, there will be standardized units that are unlocked from the get-go, and that can be unlocked with time and effort.
However, you may also create your own units with enough determination and technology. Like for wonders, PM me what you have in mind and we'll go from there. However, they do play by different rules than for wonders. Here’s some regulations:
Unique Units are useful to create special bonuses for your army. These can range from being more efficient stat-wise than the standard units to something more creative, giving your armies a special ability that other armies would lack.
Victory Conditions
This game will have a winner and a lot of losers. However, because I like Beyond Earth's ethic in regards to victories, you will need to discover the victory conditions on your own. I will give you all hints as your civilizations make progress.
Stories
Of course, this isn't an IOT/NES without stories! Now, I really like stories. Give me something good to read and good, or at least "interesting," things will come your way.
A New History of Man: The Dawn is an ambitious project based on the Civilization series. This installment focuses on the Ancient era up to the Medieval era. I plan to have the game be very receptive to players' actions, where an investment into a major project like a wonder as opposed to expansion will yield drastic differences in that civilization's progress. Some features include resources, a hidden tech tree, clearly defined victory conditions, unique wonders, and more.
Sign Up
You can base your countries off IRL countries, whether they were born in the time period or not. Just make sure that you spin it in a way that fits the time period. You may also borrow fictional countries, or make your own completely original fictional countries. If it fits, it ships. However as a rule of thumb, creativity and originality are prefered.
Name: The name of your country. Feel free to add both off-hand and official names.
Capital: The name of the first and only city you have to start out.
Description: A rundown of your government’s internal stuff. Your type of government, internal politics, and anything else of note. Decides some things relating to stability and internal political events.
History: We are starting in the “Classical” Era. You lot have an entire era of human history to build up. Go crazy. Or don’t. Just put something down that makes sense. Quality begets brownie points. This is related to any unique bonuses I decide to give you similar to unique abilities of countries in Civ games and can help (slightly) improve your starting position compared to other players.
Placement: Select a spot from the world map. Post an image of your selection. Around 20 provinces — give or take 5 — max, but keep in mind that more provinces = higher instability. Also, along with your claims map, add on a map that depicts what provinces are working on what growth resource. Red for production, green for food, yellow for coin. For context, please read the mechanics section.
Setting/World Conventions
As I mentioned earlier, this game is based of Civilization. So, we will be on Earth (on a not-fake map because you guys can’t be trusted with that) in a fairly realistic setting. I’m not a historian, economist, or really anybody with credible knowledge on any subject, so some amount of “suspension of disbelief” in terms of constructions and such should be given. No mystical beings or fantasy races are allowed. This is to say that elves are banned, but is not to say that Neanderthals and other pre-homo sapien sapiens are. This also does not limit belief in mysticism. None of your religions will be canon in my eyes, but you are free to create them and expand on them as much as you’d like.
Here’s the mechanics.
Spoiler Rules 'n shiz :
Resource Management
There are three kinds of resources in this game. “Hard” Resources, “Growth” Resources, and “Progress” Resources.
Hard Resources are comparable to strategic and luxury resources in Civ games. In this game, you don’t necessarily need them but they are a fairly good boon to have. They often provide flat but large bonuses to Growth and Progress Resources and can have an effect on things like stability, and may be required for certain constructions.
Growth Resources are resources related to the growth of your people and infrastructure. Most of these kinds of resources utilize the land outside your cities. Growth Resources are divided into three main categories: Food. Production, and Coin. Provinces must be assigned a growth resource to gather — your people will try to use the land to the best of their abilities towards the assigned resource. The only provinces that do not get assigned are provinces where cities exist.
- Food is directly proportional to the expansion of your borders. The more food you obtain, the faster you will expand. For simplicity, you needn’t give your people rations. The food you produce will automatically be given to your populace. If you feel as though you are getting overpopulated, you must stop producing food from the source. However, that could come with some backlash and it’s unlikely that you will be able to stop 100% of your food production once your civilization picks up.
- Production allows you to undertake building projects — anything from necessary infrastructure like aqueducts to the equivalent of “wonders.” As far as this game is concerned, production will be the universal resource for construction — however your production is finite and it is up to you to figure what is worth building.
- Coin is the universal currency of the game. You may call it what you want — gold, denari, whathaveyou. It is unique among the Growth Resources in that it is much more heavily influenced by buildings in your cities such as marketplaces and dealings with other players and NPCs. It is primarily used to maintain constructed buildings and units — but also finds uses in events, stability management, and other such things.
Progress Resources are resources that relate to the progress of your civilization on a societal level. The gathering of these resources are mainly influenced by the buildings in your cities as well as your roleplay. The emergence of new technologies and the advancement of your culture depend on these resources — suitably and uncreatively, the resources are Science and Culture. Something special about Progress Resources is that their products can bleed into other civilizations depending on your deals with them or if you are producing a LOT of it.
- Science, as the name suggests, dictates your technological progress. In short, the more science you have, the more likely a technological discovery will be discovered in your borders. Furthermore, it increases the rate in which a technology permeates through your land — but also increases the rate in which discovered technologies cross over your border. This is explained further in the Technology section.
- Culture, also as the name suggests, dictates the advancement of your culture. Of the two Progress Resources, this one is much more reliant on roleplay — but it is not entirely so. You may still construct buildings that contribute to culture gain. Culture has a much more passive effect on gameplay and is the most “relative” resource. When your culture is rich, stability tends to improve and people seem to be better at their jobs, increasing the yields of the other resources. Furthermore, a rich culture will tend to spill over the border. This will increase the culture of the civilization it’s spilling on, thus increasing their resource yields — however, the tradeoff is that the civilization in question will become greatly influenced by your actions. It can be so influenced that the civilization will face serious stability penalties when acting against your wishes, making it a very useful tool in developing soft power strength.
Structures
Your civilization can be expanded vertically by the erection of buildings. There are standardized buildings that will be available to all at the start, and more to be unlocked. Buildings can do anything from increasing resource yields to increasing internal stability.
In addition to regular structures, you can also construct “wonders.” The catch is that the project has to be big and meaningful — requiring more than several turns of input to be completed. There are a few rules and requirements pertaining to creating a wonder, and here they are:
- You must have a technology completely spread throughout your borders.
- The wonder must be related to that technology in some way.
- You must agree to have this Wonder concept be broadcast to the world — anybody with that technology spread throughout its borders may attempt to construct it.
- The player who completes it — even if it is not the player who proposed it — will be the only player to receive its full benefits.
- If you do not complete it in time, you will however get a sort of “proto-wonder” building in its place that has dramatically smaller effects that depend on how close you were to finishing the project.
- If the person who proposes the wonder completes it, they will receive a bonus that will not be disclosed until they complete it.
- There may only be one wonder per technology — if multiple people have an idea for the same technology, the idea I like best will win out.
- Keep in mind that I will have *at least* one Hard Resource be required to build the wonder in question.
Cities
Cities are at the center of any great civilization. As such, it is important that you build a few.
Cities are important in increasing expansion and resource gain. Provinces that are closer to a city have increased yields. New cities are then able to build structures to further your civilization's progress beyond your capabilities with just your capital.
More cities also help maintain stability. While cities do generate a flat amount of instability, they also eliminate instability in provinces that are farther from other cities. Buildings not being taken into account, provinces one province away from a city increase instability gain by 5% each. Provinces two provinces away increases instability by 10% — and so on.
However, city spamming isn't a very good idea — each city increases the overall time it takes for Technology and culture to spread and can increase instability more than get rid of it.
Cities themselves with no buildings have no upkeep. Each building built in a city accrues two Coin per turn. Wonders do not accrue upkeep.
Provinces
Provinces are pretty unique in this game. Each province will have a dominant terrain type — this dictates what resources you can best harvest from them and how defensible the province is. The map key should be able to tell you what both of these are.
Hard Resources can be found in any province theoretically, but in reality there's only ever a chance of finding a hard resource on any given province. In order to find out, you must train an Explorer unit. This unit can explore up to 5 provinces of your territory or 2 unclaimed provinces. They will discover any resources in your territory but only have a chance to discover resources in unclaimed territory. Furthermore, while exploring your territory they are safe from any dangers, but when exploring outside they can encounter territorial wildlife or barbaric tribes that could hurt or kill the unit. The tradeoff is that they may find ruins of lost civilizations or friendly tribes that will help your civilization in some way.
The Sea
The Sea works similarly to land — you can work what part of the sea you own for resources. However, there are a few differences. The largest difference is that control of the seas is not represented by population and thusly does not increase instability.
As a balancing measure for those who would like to set their capital on the coast, they will start with a free lighthouse structure, which increases your control over the sea around your capital thus increasing how much growth resources you rake in. For similar balancing reasons, I will dictate how much sea you control, so you need not include your sea control in your stats.
Great People
Like in Civ games, there will also be great people. However, I'm not telling you how to get them.
I'll tell you what they can do though.
Great people come in many different varieties, from scientists, to artists, to generals. Generally speaking, great people will be able to grant a one time bonus to a progress/growth resource or construct a super-improvement on a non-city province. There may be other uses, but that's all I'm telling you for now.
Technology
There exists an invisible “technology tree” that players will climb up as discoveries are made in time. With enough science, you can discover a technology within that tree. In terms of obtaining a new technology, there are two phases. Discovery of a technology will reveal to the world that the technology exists and what the technology does. However, to reap the benefits of that technology, you have to get that technology spread across your borders. This is the second phase and is also influenced by your science output. The first to discover AND completely expand a technology across their borders will receive a bonus related to that technology. Because the person who discovered the technology already has a lead advantage, the receive no additional bonuses. Once a technology has been completely spread across a civilization, it can then bleed into other civilizations. This automatically “discovers” the technology for them and increases the speed in which the technology spreads across its borders. However, if the technology becomes an integral part of this technologically inferior civilization, there is a chance that the tech leader that the technology came from will get a “cultural advantage” over them, increasing the lower country’s susceptibility to the higher country’s culture. In other words, staying behind technologically is a bad idea. however, this is not to say it will cause immediate hegemony — it’s an advantage, not a total victory.
War
*insert fallout war never changes quote*
This game, unlike my previous attempt at a game, does not emphasize cooperation at all. You may cooperate — and it may be advantageous, but I totally condone warring your neighbors at will.
So the main facet of your military are its Armies. Armies are groups of units that go to combat together for your cause. The process of making an Army is simple. You grab two or more units and say they're an army.
This sorta implies that units work somewhat differently than what you might come to expect, and they do. Units essentially are an Army's stats. Each unit gives a boost to a different part of an army's stats. For example, an archer unit significantly increase the defensive stat of an army; a swordsman unit increases the health of the army; a catapult unit increases the offense of the army. All units will probably at least slightly increase all an army's stats, but the key is what you wish to focus on.
Just like structures, there will be standardized units that are unlocked from the get-go, and that can be unlocked with time and effort.
However, you may also create your own units with enough determination and technology. Like for wonders, PM me what you have in mind and we'll go from there. However, they do play by different rules than for wonders. Here’s some regulations:
- ALL civs can only have one unique unit per technology completely unlocked.
- The unique unit must be related to that technology. There are technologies that simply won’t make sense to have a UU for.
- While civs can have unique units both based on the same technology, they cannot copy each other.
- I am the last voice in terms of the units’ stats and abilities in the end.
- You can only have one unique unit per "era." This game starts in the Ancient Era, then the Classical Era, and will go on till the Medieval Era; thus, the maximum amount of unique units a single civilization can create is 3 in this game.
Unique Units are useful to create special bonuses for your army. These can range from being more efficient stat-wise than the standard units to something more creative, giving your armies a special ability that other armies would lack.
Victory Conditions
This game will have a winner and a lot of losers. However, because I like Beyond Earth's ethic in regards to victories, you will need to discover the victory conditions on your own. I will give you all hints as your civilizations make progress.
Stories
Of course, this isn't an IOT/NES without stories! Now, I really like stories. Give me something good to read and good, or at least "interesting," things will come your way.