Alternative Timeline Experiment

civver_764

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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:

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.
 
Creating a Culture

This is pretty simple, following this template:

Name: Just the name of your tribe or peoples.
Location: Specify where on the map you want your tribe initially located.
Urban Center Specify where the center of settlements is for your tribe. If N/A just put N/A.
Color: Specify what color you want your tribe to be represented as.
Culture: Describe the culture of your peoples. This can be anything from social customs to relgious beliefs. The more detail the better.
Political System: While you are limited to a tribalistic type of government at first, it still wouldn't hurt to specify here. Are your tribes unified under a single ruler or are they run as sort of a proto-communist society. Again, the more detail the better.
Other: Anything else you want to include.

Starting Map

Spoiler :
startingmapsymphonic.png
Grey areas are the cradles of civilization and as such have extra population and more spending points for the first few turns.

List of Cultures/Stats

Akalazi:
Population: 9(18,000 people)
Land Area: 0(0 km)
Military Power: 3
Economy: 6
Nationhood: 1
Technologies: Agriculture, Hunting, Animal Husbandry, The Wheel, Mining, Bronze Working, Mysticism
Spending Points: 10

Albion
Population: 5(10,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 2
Nationhood: 2
Technologies: Agriculture, Hunting, Fishing, Mining, Sailing, Bronze Working
Spending Points: 6

Atlantis
Population: 6(12,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 3
Nationhood: 4
Technologies: Agriculture, Hunting, Fishing
Spending Points: 7

Dastidia
Population: 3(6,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 5
Nationhood: 3
Technologies: Agriculture, Hunting, Fishing, The Wheel, Pottery,
Spending Points: 6

Bystinia
Population: 5(10,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 3
Nationhood: 6
Technologies: Agriculture, Hunting, Fishing, Mysticism
Spending Points: 8

Legelia
Population: 11(22,000 people)
Land Area: 0(0 km)
Military Power: 2
Economy: 10
Nationhood: 4
Technologies: Agriculture, Hunting, Animal Husbandry, Fishing, Sailing, Pottery, Mining
Spending Points: 14

Naaga
Population: 5(10,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 2
Nationhood: 1
Technologies: Agriculture, Hunting, Fishing
Spending Points: 4

Armok
Population: 8(16,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 3
Nationhood: 5
Technologies: Agriculture, Hunting, Animal Husbandry, Mysticism, Mining
Spending Points: 8

Lorkren
Population: 2(4,000 people)
Land Area: 0(0 km)
Military Power: 2
Economy: 2
Nationhood: 1
Technologies: Agriculture, Hunting, Mining
Spending Points: 4

Nalam
Population: 8(16,000 people)
Land Area: 0(0 km)
Military Power: 2
Economy: 8
Nationhood: 2
Technologies: Agriculture, Hunting, The Wheel, Pottery, Mining, Bronze Working
Spending Points: 10

Valli
Population: 3(6,000 people)
Land Area: 0(0 km)
Military Power: 2
Economy: 4
Nationhood: 3
Technologies: Agriculture, Hunting, Mining, Fishing, Bronze Working
Spending Points: 6

Tyrannium
Population: 2(4,000 people)
Land Area: 0(0 km)
Military Power: 2
Economy: 1
Nationhood: 1
Technologies: Agriculture, Hunting, Mining, Bronze Working
Spending Points: 6
 
List of Cultures/Stats Continued

Xzauk
Population: 9(18,000 people)
Land Area: 0(0 km)
Military Power: 2
Economy: 6
Nationhood: 3
Technologies: Agriculture, Hunting, Fishing, Animal Husbandry, Sailing, The Wheel, Mysticism
Spending Points: 10

L'al
Population: 7(14,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 5
Nationhood: 1
Technologies: Agriculture, Hunting, Mining, Bronze Working
Spending Points: 7

Fushigidane
Population: 8(16,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 3
Nationhood: 2
Technologies: Agriculture, Hunting, Animal Husbandry, Mining
Spending Points: 7

Maarstai Tribes
Population: 5(10,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 3
Nationhood: 4
Technologies: Agriculture, Hunting
Spending Points: 7

Tuomalikani
Population: 6(12,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 3
Nationhood: 2
Technologies: Agriculture, Hunting, Mysticism
Spending Points: 6

Terreyan Tribes
Population: 2(4,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 1
Nationhood: 2
Technologies: Agriculture, Hunting, Fishing, Mysticism
Spending Points: 3
 
Name: Akalazi
Location: See Attachment
Urban Center: The Red Dot (??)
Color: Specify Darker Blue
Culture: i'll Edit this later..
Political System: Tribal Society. Ruled By one person. (will explain more later as well)
Other:
 

Attachments

  • StrLoc.PNG
    StrLoc.PNG
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Name: Alquari

Location: Britannic Isles

Urban Center: The Lord-City of Lorenn, built upon the banks of the Aral (Thames) River

Color: Red

Culture: There are five different houses, comprised of several families, who are all sons and daughters of one of the "founders" of the Alquari society. All the different houses ascribe to certain tenets of Alquari culture, and serve as para-familial political parties within the governmental structure of the Alquari. These houses form the center and base of the Alquari's culture, and all Alquari who cannot trace themselves and their family back to a house, are House-Allegiants, sworn to the fealty of a house and to serve in any way that house may call upon them to do so. Different houses rule over different provinces and areas, and generally houses are independent "clans" within the larger "tribe", although the Alquari would never refer to their society as such. The Alquari are a fair-skinned people, living in a land of rolling hills and falling valleys, which yields itself to their farming, and riches do not cease above-ground. Although they have not yet learned the techniques, many valuable metals are hidden within the hills of their homeland, and soon they shall make use of them. The symbol of their people is generally an eagle, with houses having their own preferred symbols, ranging from animals to weapons. The spear has a special place in Alquari society, being their chief weapon of war at the moment. Farming is the most common profession, and within the great city of Lorenn the many farmers of the different Alquari houses peddle their wares for trade for necessary implements.

Political System: Oligarchic/tribal with familial governing bodies ruling over districts and provinces, normally residing in one large house which functions as a governing body over the clan, and a place of residence.

Other: The Alquari are a generally peaceful people, who have lived out most of their lives farming. Their religion, which I shall expand upon later, extols the virtues of wisdom, restraint and mercy, creating a society based around these three tenets. Wisdom in the ways of life, restraint in anger and wrath, and mercy in forgiving of wrath and on the field of battle to respected enemies.
 
Hey Civver, glad you are modding. I was hoping you could change the map to the black symphonic style map instead. IMO its much better. Anyway I'll be lurking around, might join.

Good luck with this!
 
Name: Atlantis
Location: OTL Sydney (Australia)
Urban Center: Atlantis (Sydney)
Color: Blue
Culture: Very expansionist, agricultural and fishing, sailing is predominant
Political System:Republican
Other: ?
 
Name: Dastidia
Location: Iberia
Urban Center: Lisbon
Color: Blood Red
Culture: There are many things to Dastidian culture that make it one of the most interesting ones:
  • Society: the only way to raise within the Dastidian society is by one's own merits. Be it on hunting, fishing, scouting, making handicraft, anything, one can only make himself a name by using one's abilities. That is not to say that those that don't succeed are cast out: indeed, one of the most prized aptitudes in the nation is those people that are compassionate to help others, despite anything being the matter with them.
  • Religion: the Dastidian adore the Great Mother Earth, whom they call Dast, Dastidia meaning "Children of Earth" in their language. As a part of this religion, all beings are treated with the utmost respect: animals are killed only for food or fur and as fast as possible to alleviate their pain, whenever trees are cut down seeds from that tree are planted...
  • Sex: both men and women enjoy the same standing in society. Women make up a great part of the priesthood, due to the fact that their connection to Dast is greater than that of men (homosexual men and women are readily accepted within their ranks due to their holding the spiritual essence of both men and women, and bisexuals are usually very high in the ranking if they demonstrate their worth), while men usually make up the armies of Dastidia (women also take part in the army, but they more than often take the position of scouts or long-distance soldiers due to their less muscled physique).
  • Others: in Dastidian society, it is considered taboo to engage in sexual practises in public, as well as attempting to engage in sexual practises with married people unless both consent to it (this is applied to both men and women). Sex is something that is enjoyed in private, for Dast knows everything and sees everything. (More will be coming later)
Political System: The political system of Dastidia is a quite interesting one. While they are ruled by one man, and that rule is hereditary, it doesn't mean by any means that he is a tyrant. His powers are constricted by a series of laws that have been developed over the years, and that everyone in Dastidia accepts as fact. The leader of the Dastidian people is aided in his task of ruling over Dastidia by a council of sage people that are picked off from the most intelligent and able people of society, thus creating a meritocracy. The leader of Dastidia is picked out of the sons and daughters of the leader, with a series of tests that show off who amongst them is the most intelligent and worthy, with the most valued qualities being compassion, fast and strategic thinking and being able to make moral decisions that may be important.
Other:
 
Name: Bystinia (bis-TIN-ia)
Location: Alabama
Urban Center: Mobile Alabama
Color: dark red-orange
Culture: Once a migratory people, the Bystins finally settled into the fertile hunting and foraging grounds. Having mastered a simple farming system, the Bystin culture evolved, with a polytheistic religion and a patriarch society based on merit in hunting and warrior ability. There is also fishing developed too, in addition to the hunting and agriculture.
Political System: There is a single chief, albeit because the Bystin area has not been thoroughly expanded into many tribes yet.
Other: The Bystins face little opposition from the climate in their location, which allowed them to develop without the hindrance of a harsh environment.
 
Hey Civver, glad you are modding. I was hoping you could change the map to the black symphonic style map instead. IMO its much better. Anyway I'll be lurking around, might join.

Good luck with this!
Yeah that's doable. If no one objects I'll change the map.

Also guys, you can just post your orders in this thread. Everybody except for ZeletDude has 2 points to spend, ZD has 4.
 
Name: Legelia
Starting Location: Alexandria, Egypt
Urban Centre: Ilyio, at Alexandria
Colour: Turquoise
Culture: The trading town of Ilyio is surrounded with farms, but the locals worship Trade, as a monotheistic God, and engage in seaborne trade along the coast, and maybe as far as Cyprus and the Levant.
Political system: The sailor who has sailed furthest becomes primus inter pares on his return from his voyage.
 
I put 1 point on Culture (intelligent people are very well regarded in Dastidia and as such they have more time to dedicate to scientific pursuits) and 1 point on Influence (nomadic tribes are so much attracted to the political system in Dastidia on which the best thrive and the bad dwindles that they like to join them very much).
 
Culture:The Akalazi believe in a polytheistic relegion and have gods for many things, the main god is the sun god named Aoya. The Akalazi are Very good at farming and they also love looking at the sky and the stars. They also are very expansionest and love exploring and spreading their beliefs.

Btw the Urban center us called Aiyo the name cones from there main god
 
Name: Naaga
Location: Mouth of the Indus River
Urban Center: Nada (meaning great river located in OTL Karachi)
Color: Imperial blue
Culture: Polytheistic, worship animals and tree's and nonsense, however the figure of the Snake Mother figures prominently in their worship. The Snake Mother is the most powerful of gods in the Naga pantheon and considered to be the Creator of the World. The Indus River is said to be a representation of the Snake Mother on Earth. Snakes and serpents are revered and worshiped in great snake temples which are basically buildings with snake pits where the devout offer the snakes animals and food and pray to them. The Naga carry out ritual sacrifice of enemies and animals in their snake temples. The snake symbolizes the triumph over death and the cycle of rebirth and mortality. When the snake sheds its skin it is symbolic of rebirth and this is a holy ritual for the Naga. Most Naga households keep a snake, the more snakes a household has the more indication there is toward their social status and religous devotions. Sometimes captured prisoners are thrown into the snake pit to be killed by the snakes. Ritual canniblaisim is sometimes done as well though starting to become less frequent. The King Cobra, Indian Cobra, Pythons are all given special status as Guardians of the Snake Mother. The Snake Mother is depicted as being a large Basilisk like snake with the body of a large python, and multiple heads of a King Cobra.

pd1999715.jpg


Political System: A triabalistic society under the control of one man, however while he is supreme political ruler all religous power is vested in an elderly woman a High Priestess of the Snake Mother who acts as a representative of the Snake Mother on Earth. Woman are given more equality than normal in such a society due to the role of the Snake Mother, they may even inherit property, descent can be both patrilenial or matrilineal there have been female rulers in the past and could be so again.

Other: They're pretty badass.
 
For this turn, I'm going to put 1 point in military, 1 point in politics to become a monarchy. Expand north and south-ward across the Isle.
 
Spend 2 points on influence by sending some priests to the other villiages to try to convert them also by trading with them to convince them to join. Expand along the river

1 point on economy: People build more farms and sell more goods

1 point on political move more towards a monarchy
 
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