civver_764
Deity
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Round 1: Dawn of Society
Round 2: Tensions Rising
Introduction
This will be a "NES" heavily based on the one by Masada a few months ago(which unfortunately died early) and in turn the original one by Daftpanzer. You can find these ones here and here. For those unfamiliar with the concept, the basics of it are that the game will start after the agricultural revolution had reached many parts of the world and the first cities and civilizations are to rise up. You will get points to spend each turn on the development of your tribe/city-state/nation/empire/whatever. All of this will take place on an earth map.
There will be a few difference in mine. For one, unlike Masada's, the points will be given based on a set formula that combines all aspects of your culture. This will be detailed below. There will also be set categories to spend points in, but you will be allowed to specify further within those categories. Overall it'll be more "organized" than the other two, but at the same time it should be flexible enough for you to take your cultures wherever you want.
Dates/Turns
Until the Calender technology is discovered by at least one Civilization, there will be no form of dating for the world during my updates. With this in mind, at the start each turn will be roughly 200-400 years, and it will rapidly decrease as time goes on. My plans for right now(this could change) are that by turn 10 each turn will be compromising about 20-40 years. So you get the just, in 10 turns it divides by 10.
Demographics of a Culture
These will play a huge part in not only how many points you have to spend each turn but also how well you rank compared to other Cultures. The different parts of these are as followed:
Population - Arguably the most important, since all you really are is a collection of people. These will be represented by population points(each representing 2,000 people) for practical and calculation purposes, and also by actual population. Expect both to be listed. Cultures starting within one of the cradles(darker colored on the map) will start with 3 population points(6,000 people) and everyone else will start with 1.
Land Area - Another important aspect of your culture. This is a pretty simple concept, and is also represented by points. The thing about this though, is that until your culture discovers or attains the secrets of Bureaucracy you cannot be said to "legally" own any part of the world, and thus your Land Area is 0. Once you can stake your claim over some land every 100,000 square km(roughly the size of modern day Portugal) will attribute to 1 land area point.
Military Power - This will be determined simply by the size and the quality of your army, which will increase naturally through. As the game progresses and the timespan between the turns get shorter I *might* allow you to purchase individual military units and increase the quality, but this is just speculation. Like Land Area this is highly affected by Bureaucracy, but less so. Until you attain the technology all of your military points will be halved. The points are basically your Military Quality Level(everyone starts at 1) + Amount of Military Units(10,000 corresponding to 1 point, everyone starting with 1,000).
Economy - This is the broadest category here, mostly because it's really hard to accurately determine how well someone's economy is doing. For this category, the development of your economy is important, and this will increase naturally through spending points in the economy category. Your economy's success will be determined in levels, with each level being 1 point. You will also gain economy points for the amount of other cultures you have established trade with, and their respective economic levels. You can't actually do anything with these economic points, but they do contribute heavily to the amount of spending points you have per turn.
Nationhood/Loyalty -The final factor going towards your spending points, and the simplest one. This will be represented by a single number, and increases naturally and through attaining certain technologies. It represents how much your people feel as one "people" and how much they approve of their ruler. Basically how unified they feel. Everyone starts at level 1.
Spending Points
This is what you get every turn to spend on your culture's development. It is devised through this formula:
(Population Points + Land Area[*0.00 until Bureaucracy] + Military Power[*.5 until Bureaucracy] + Economy Points + Nationhood Level + Misc. Modifiers)/2 and rounded up.
The Misc. modifiers are anything else I feel like adding. For the time being writing a story gets you an extra point(only one extra point per turn though), and starting in one of the cradles gets you 3 extra points until a certain point. Therefore, starting cultures inside a cradle will initially receive 4 spending points, and others will receive 2 spending points.
You can spend your points on one of the six categories:
Political - Developing this will cause your culture's government type to develop as you see fit.
Economy - Developing this will cause your culture's economy to develop as you see fit.
Influence - Developing this will cause surrounding peoples to affiliate themselves with your tribe and will thus naturally increase your area of influence and population.
Culture - It will develop the culture of your people, and help unify them.
Military - This will help develop the military quality and quantity of your tribe.
Society - This will help develop the society of your tribe.
Yeah they're all pretty self-explanatory. I want you to keep in mind though that there is no wrong way to develop any 6 of these categories. You don't have to go from tribalism to democracy in political, for instance. Develop them however you see fit. Not because it necessarily puts you at the top of the world, but because it's the kind of culture you want to create. Creativity is strongly encouraged here.
Technology
Technologies are probably the most important part of your cultures development, and are responsible for a lot of things. For instance, you will not be able to conduct diplomacy until your culture devises a system of writing, and you will not be able to have a formal army or borders until a bureaucratic system is implemented. The technologies will be based off of the tech tree in CivIV, and only a few will be different. Their effects will be much larger, however. At the start, unless you start in Siberia or somewhere extremely remote, it can be assume that you start with Agriculture. In the cradles Animal Husbandry will also be available. Everyone should know Hunting, and if you start on the coast, fishing. Depending on how you describe your culture I might grant you Mining or Mysticism at the start as well.
Here's a list of the technologies for the early parts of the game. I will be updating it as the eras get more and more modern:
Agriculture - Is really the basis for the economy of any sedentary tribe, and as such simply allows you to have economy points.
Hunting - Is the basis for survival for any tribe.
Fishing - Allows coastal tribes to have an economy.
Animal Husbandry - Greatly increases the chance of a tribes economic level to increase, as well as population.
Mining - Greatly increases the chance of a tribes economic level to increase.
Mysticism - Increases the chance of a population increase from surrounding tribes as they are attracted to your culture. Increases the chance of your tribe to successfully complete an ancient wonder. Increases the chance of your tribe's nationhood level to increase.
Bronze Working - Greatly increases the chance of your tribe's military quality level to rise.
The Wheel - Automatically increases your tribe's economic level.
Pottery - Greatly increases the chance of your tribe's population level to rise. Greatly Increases the chance of your tribe's economic level to increase.
Sailing - Increases the chance of your tribe's economic level to rise.
Archery - Greatly increases the chance of your tribe's military quality to rise.
Horseback Riding - Greatly increases the chance of your tribe's military quality to rise.
Masonry - Greatly increases the chance of your tribe to complete an early wonder.
Meditation - Greatly increases the chance of your tribe's nationhood level to rise.
Polytheism - Greatly increases the chance of your tribe's culture to spread to other tribes in the area. Greatly increases your tribe's nationhood level to rise.
Writing - This will allow your tribe to conduct diplomacy with others, provided they are within range.
Technologies are not researched specifically, because that is horribly unrealistic, especially in the early eras. Instead they will come about through natural means, and I will grant them to cultures provided the conditions are right(ie. A more militaristic society would be more likely to discover how to transform copper ore into bronze and thus discover bronze working).
Miscellaneous
Here's some other things to talk about that don't deserve their own section.
Diplomacy
I will list under each culture's statistics what other cultures they are in contact with. You may only set up trade agreements, military alliances etc. with those listed. Note that you won't be in contact with anyone until you discover writing. For two cultures to come into contact with one another they must both possess a system of writing.
Wonders
Wonders are things that will have great benefits for any culture that happens to build one. You do not build these specifically, and instead they will arise in your culture based on the right conditions. They will be based both on real life wonders and the specifics of your culture, and as thus I won't bother listing any for the time being.
Orders and Updates
Orders in this game are extremely simple. Just spend your points in one of the categories and specify exactly how you wish that part to develop. Wars and such will arise outside of your control until you have a political system that allows you complete control over your military(usually after bureaucracy). Then again, you can control to an extent how your culture will react. For instance developing your culture militarily will make them more likely to raid other nearby cultures.
Since the orders are so simple expect updates every 1-3 days.
Questions/Suggestions
I admit I'm not the best at explaining everything, and its quite possible I left something out. Do not hesitate to ask if something I say makes no sense, or make suggestions for the betterment of this experiment.
Round 1: Dawn of Society
Round 2: Tensions Rising
Introduction
This will be a "NES" heavily based on the one by Masada a few months ago(which unfortunately died early) and in turn the original one by Daftpanzer. You can find these ones here and here. For those unfamiliar with the concept, the basics of it are that the game will start after the agricultural revolution had reached many parts of the world and the first cities and civilizations are to rise up. You will get points to spend each turn on the development of your tribe/city-state/nation/empire/whatever. All of this will take place on an earth map.
There will be a few difference in mine. For one, unlike Masada's, the points will be given based on a set formula that combines all aspects of your culture. This will be detailed below. There will also be set categories to spend points in, but you will be allowed to specify further within those categories. Overall it'll be more "organized" than the other two, but at the same time it should be flexible enough for you to take your cultures wherever you want.
Dates/Turns
Until the Calender technology is discovered by at least one Civilization, there will be no form of dating for the world during my updates. With this in mind, at the start each turn will be roughly 200-400 years, and it will rapidly decrease as time goes on. My plans for right now(this could change) are that by turn 10 each turn will be compromising about 20-40 years. So you get the just, in 10 turns it divides by 10.
Demographics of a Culture
These will play a huge part in not only how many points you have to spend each turn but also how well you rank compared to other Cultures. The different parts of these are as followed:
Population - Arguably the most important, since all you really are is a collection of people. These will be represented by population points(each representing 2,000 people) for practical and calculation purposes, and also by actual population. Expect both to be listed. Cultures starting within one of the cradles(darker colored on the map) will start with 3 population points(6,000 people) and everyone else will start with 1.
Land Area - Another important aspect of your culture. This is a pretty simple concept, and is also represented by points. The thing about this though, is that until your culture discovers or attains the secrets of Bureaucracy you cannot be said to "legally" own any part of the world, and thus your Land Area is 0. Once you can stake your claim over some land every 100,000 square km(roughly the size of modern day Portugal) will attribute to 1 land area point.
Military Power - This will be determined simply by the size and the quality of your army, which will increase naturally through. As the game progresses and the timespan between the turns get shorter I *might* allow you to purchase individual military units and increase the quality, but this is just speculation. Like Land Area this is highly affected by Bureaucracy, but less so. Until you attain the technology all of your military points will be halved. The points are basically your Military Quality Level(everyone starts at 1) + Amount of Military Units(10,000 corresponding to 1 point, everyone starting with 1,000).
Economy - This is the broadest category here, mostly because it's really hard to accurately determine how well someone's economy is doing. For this category, the development of your economy is important, and this will increase naturally through spending points in the economy category. Your economy's success will be determined in levels, with each level being 1 point. You will also gain economy points for the amount of other cultures you have established trade with, and their respective economic levels. You can't actually do anything with these economic points, but they do contribute heavily to the amount of spending points you have per turn.
Nationhood/Loyalty -The final factor going towards your spending points, and the simplest one. This will be represented by a single number, and increases naturally and through attaining certain technologies. It represents how much your people feel as one "people" and how much they approve of their ruler. Basically how unified they feel. Everyone starts at level 1.
Spending Points
This is what you get every turn to spend on your culture's development. It is devised through this formula:
(Population Points + Land Area[*0.00 until Bureaucracy] + Military Power[*.5 until Bureaucracy] + Economy Points + Nationhood Level + Misc. Modifiers)/2 and rounded up.
The Misc. modifiers are anything else I feel like adding. For the time being writing a story gets you an extra point(only one extra point per turn though), and starting in one of the cradles gets you 3 extra points until a certain point. Therefore, starting cultures inside a cradle will initially receive 4 spending points, and others will receive 2 spending points.
You can spend your points on one of the six categories:
Political - Developing this will cause your culture's government type to develop as you see fit.
Economy - Developing this will cause your culture's economy to develop as you see fit.
Influence - Developing this will cause surrounding peoples to affiliate themselves with your tribe and will thus naturally increase your area of influence and population.
Culture - It will develop the culture of your people, and help unify them.
Military - This will help develop the military quality and quantity of your tribe.
Society - This will help develop the society of your tribe.
Yeah they're all pretty self-explanatory. I want you to keep in mind though that there is no wrong way to develop any 6 of these categories. You don't have to go from tribalism to democracy in political, for instance. Develop them however you see fit. Not because it necessarily puts you at the top of the world, but because it's the kind of culture you want to create. Creativity is strongly encouraged here.
Technology
Technologies are probably the most important part of your cultures development, and are responsible for a lot of things. For instance, you will not be able to conduct diplomacy until your culture devises a system of writing, and you will not be able to have a formal army or borders until a bureaucratic system is implemented. The technologies will be based off of the tech tree in CivIV, and only a few will be different. Their effects will be much larger, however. At the start, unless you start in Siberia or somewhere extremely remote, it can be assume that you start with Agriculture. In the cradles Animal Husbandry will also be available. Everyone should know Hunting, and if you start on the coast, fishing. Depending on how you describe your culture I might grant you Mining or Mysticism at the start as well.
Here's a list of the technologies for the early parts of the game. I will be updating it as the eras get more and more modern:
Spoiler :
Agriculture - Is really the basis for the economy of any sedentary tribe, and as such simply allows you to have economy points.
Hunting - Is the basis for survival for any tribe.
Fishing - Allows coastal tribes to have an economy.
Animal Husbandry - Greatly increases the chance of a tribes economic level to increase, as well as population.
Mining - Greatly increases the chance of a tribes economic level to increase.
Mysticism - Increases the chance of a population increase from surrounding tribes as they are attracted to your culture. Increases the chance of your tribe to successfully complete an ancient wonder. Increases the chance of your tribe's nationhood level to increase.
Bronze Working - Greatly increases the chance of your tribe's military quality level to rise.
The Wheel - Automatically increases your tribe's economic level.
Pottery - Greatly increases the chance of your tribe's population level to rise. Greatly Increases the chance of your tribe's economic level to increase.
Sailing - Increases the chance of your tribe's economic level to rise.
Archery - Greatly increases the chance of your tribe's military quality to rise.
Horseback Riding - Greatly increases the chance of your tribe's military quality to rise.
Masonry - Greatly increases the chance of your tribe to complete an early wonder.
Meditation - Greatly increases the chance of your tribe's nationhood level to rise.
Polytheism - Greatly increases the chance of your tribe's culture to spread to other tribes in the area. Greatly increases your tribe's nationhood level to rise.
Writing - This will allow your tribe to conduct diplomacy with others, provided they are within range.
Technologies are not researched specifically, because that is horribly unrealistic, especially in the early eras. Instead they will come about through natural means, and I will grant them to cultures provided the conditions are right(ie. A more militaristic society would be more likely to discover how to transform copper ore into bronze and thus discover bronze working).
Miscellaneous
Here's some other things to talk about that don't deserve their own section.
Diplomacy
I will list under each culture's statistics what other cultures they are in contact with. You may only set up trade agreements, military alliances etc. with those listed. Note that you won't be in contact with anyone until you discover writing. For two cultures to come into contact with one another they must both possess a system of writing.
Wonders
Wonders are things that will have great benefits for any culture that happens to build one. You do not build these specifically, and instead they will arise in your culture based on the right conditions. They will be based both on real life wonders and the specifics of your culture, and as thus I won't bother listing any for the time being.
Orders and Updates
Orders in this game are extremely simple. Just spend your points in one of the categories and specify exactly how you wish that part to develop. Wars and such will arise outside of your control until you have a political system that allows you complete control over your military(usually after bureaucracy). Then again, you can control to an extent how your culture will react. For instance developing your culture militarily will make them more likely to raid other nearby cultures.
Since the orders are so simple expect updates every 1-3 days.
Questions/Suggestions
I admit I'm not the best at explaining everything, and its quite possible I left something out. Do not hesitate to ask if something I say makes no sense, or make suggestions for the betterment of this experiment.