CIVplomacy in the Ten Tribes

yahzuk

Agent of Chaos
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CIVplomacy in the Ten Tribes

The Four True Tribes
In the beginning, the Maya were one people.
And the people interpreted the world as four natural elements; Fire, Water, Wind and Earth.
But the people quarreled over which element was the greatest and most powerful of the four.
So soon the people divided themselves into four tribes, each embracing one of the elements through which they would rule the world.
The True Tribes believe so passionately in the righteousness of their cause, that their victory can only be complete if no other Tribe is even close to success.

The Fire Tribe
The Fire Tribe seeks to Dominate the World through the destruction of their enemies.
Partial Victory Goal: Four enemy nations must lose control of their capitals (they do not have to be captured by the Mayans)
The Fire Tribe wins the game if the Mayans achieve Domination victory before completing any other partial victory goals.

The Water Tribe
The Water Tribe seek the Scientific knowledge to master not only this world but all the undiscovered worlds across the night skies.
Partial Victory Goal: Complete the Apollo Program
The Water Tribe wins the game if the Mayans achieve Scientific victory before completing any other partial victory goals.

The Wind Tribe
The Wind Tribe seeks to Diplomatically win the position of world leaders.
Partial Victory Goal: Secure six UN votes and hold the for a period of ten gameturns (the UN does not need to be built)
The Wind Tribe wins the game if the Mayans achieve Diplomatic victory before completing any other partial victory goals.

The Earth Tribe
The Earth Tribe seeks to davzze the world through the creation of an all impressive Cultural Utopia project.
Partial Victory Goal: Complete three social policy trees
The Earth Tribe wins the game if the Mayans achieve Cultural victory before completing any other partial victory goals.

Children of the Storms
But the Mayan's hatred outpaced their means.
For a small band of nomads cannot sustain four separate bloodlines.
And before the passing of a single generation, the less devout amongst the tribes began to nitermingle and mate.
The children of such unions found themselves torn between two tribes, yet fully welcomed by neither.
Such stormy childhoods bred within them a worldview that true power did not come from the four individual elements, but from the violent reactions between them.
These children grew into tribes that believed no element could stand on its, instead modeling themselves on the forces of nature created by their pairing.

The Children of the Boiling Seas
The Children of the Boiling Seas believe in superior military might through superior technology, and in increasing their technological lead by crushing their enemies.
The Children of the Boiling Seas wins the game if the Mayans achieve both the Fire and Water partial victory goals and then achieve either Domination or Scientific victory.

The Children of the Hurricane
The Children of the Hurricane believe in using their technology to win allies, and working with their allies to increase their scientific knowledge.
The Children of the Hurricane wins the game if the Mayans achieve both the Water and Wind partial victory goals and then achieve either Scientific or Diplomatic victory.

The Children of the Tornado
The Children of the Tornado believe in spreading their culture to their allies, and in assimilating friendly cultures into their own.
The Children of the Tornado wins the game if the Mayans achieve both the Wind and Earth partial victory goals and then achieve either Diplomatic or Cultural victory.

The Children of the Volcano
The Children of the Volcano believe in a culture of warfare, and using their military prowress to stomp out their rivals.
The Children of the Volcano wins the game if the Mayans achieve both the Fire and Earth partial victory goals and then achieve either Domination or Cultural victory.

The Children of the Inferno
The Children of the Inferno believe in securing allies to conquer the world, and in securing alliances through force.
The Children of the Inferno wins the game if the Mayans achieve both the Fire and Wind partial victory goals and then achieve either Domination or Diplomatic victory.

The Children of the Tsunami
The Children of the Tsunami believe in a culture of learning, and using their knowledge to advance the arts.
The Children of the Tsunami wins the game if the Mayans achieve both the Water and Earth partial victory goals and then achieve either Scientific or Cultural victory.

The Cult of the Apocalypse
But amid the Four True Tribes and the Children of the Storms, there arose a dark and sinister force.
Reviled by many, there are some who refuse to even admit to its existence.
The Cult of the Apocalypse sought to raise the Mayans to the greatest heights, only to bring them crashing down.
The Cult of the Apocalypse wins the game if the Mayans achieve all four of the partial victory goals and then lose the game.
 
Intro Note
This game is inspired by the classic boardgame Diplomacy.
The objective of this game is finding ways to work with other players, both teammates and nonteammates, to achieve your tribes victory condition.
It will be virtually impossible to win without working with other players.

This game is not an RPG.
With my apologies to the Mayans still out there - this game is not an attempt to accurately model any part of Mayan history, society, government or culture.
The Mayans were chosen because I wanted a Tribal theme, they're relatively balanced towards the four victory types, and they've one of the new Gods & Kings Civs.

The rules are the rules.
I will adjust them if necessary, but requests for changes will be considered with extreme prejudice.
This game is not about crafting your ideal form of government
This game is about figuring out how to work within the parameters of this existing society to bring victory to your tribe

Suffer and Enjoy!
Yahzuk :satan:

RULES

Joining the Game
To join the game, choose a starting city and a starting Tribe.
You may not join a tribe that already has more than 15% of the current players (this rule is suspended during the initial signup period).

Players
Each player has only a single representative in the game, and will simply go by their player name to minimize confusion.
Players have the role of village elders. They are the decision makers of Mayan society - not necessarily the doers.
Players have no stats.
All players have equal authority and equal strength.
This means it is imperative to work together to accomplish your goals, as any two players opposing each other shall always result in a stalemate.
All decisions are made in council sessions.

Council Sessions
The Capital shall be settled in place and the starting location posted.
The Council shall first meet on turn 0 after founding the Capital.
During each council session, each player may perform one and only one action.

At the end of the council session, action results will be determined and the game will immediately advance one gameturn.
If a required game decision was not made during the council session, it will be made at random to allow the game to advance.

If any votes were called during the council session, the council shall immediately meet again.
During wartime, if Mayan units are engaged in combat with enemy units, the council shall immediately meet again (barbarians do not count).
Otherwise, the council shall meet again the next time a game decision is required.
All game decisions (ie social policies, religious beliefs, gold/faith spending) may "queue up" the next selection, even if the game does not have an ingame queue feature.
The council shall meet after ten gameturns if no game decisions are required before that time.

Actions
During each council session, each player may perform one and only one action.
Players may indicate their actions in secret through PM or openly on the game thread.
Actions that may be performed:
  • [*] Defend
    Player defends himself against attacks.
    This is the default action when players do not submit another action.

    [*] Attack Player
    Player attacks another player in the same city.
    The attacked player's action is cancelled and changed to defense.
    If the attack strength outweighes the defense strength, the attacked player is driven out of the city.

    [*] Support Player
    Support the action of another player in the same city, increasing the strength of their action.

    [*] Issue Command
    Command the empire, city, citizen or unit to do something.
    May not be used to control foreign policy.
    May not be used to sell buildings or disband units.
    May not be used to change result of a Resolution.
    City production, focus, citizens may only be controlled by players in the city.
    Units are owned by the city that creates them. Units may only be only be controlled by players in the city.

    [*] Call for a Vote
    Call for a Vote to be held during the following council session.
    The Vote shall be a YES/NO vote to approve or reject a single statement resolution.
    If approved, a binding Resolution is put into effect.
    Resolutions must be used to control foreign policy.
    Resolutions may be used to change existing Resolutions.
    Resolutions may not be used to change the game rules.
    Resolutions affecting city production, focus, citizens and units owned by a city may only be voted on by players in the city.
    Resolutions affecting production, etc, of all cities may be voted on by all players.
    Because the vote is held during the following council session, resolutions cannot be effectively used to make immediate game decisions. (A random decision will be made while the game advances one turn between sessions).

    [*] Campaign for Votes
    Voting does not count as an action.
    All eligible players get to cast a vote on each resolution in addition to their single action per council session. (Players not in a city may not vote)
    Players may spend their action campaigning for their positions. Campaigning doubles the strength of that player's votes.

    [*] Move to City
    Move to another city, or re-enter a city after being driven out.
    This is the only action that may be performed by a player not located in a city.

    [*] Guard City
    Prevent players from entering city. (Does not prevent new players from starting in city)

    [*] Change Tribe
    Change your allegiance from one tribe to another.
    You may not join a tribe that already has more than 15% of the current players (this rule is suspended during the initial signup period).
Inactive Players
There is no penalty against inactive players as long as they remain in a city.
Players that are driven out of a city and make no attempt to move to a city for 5 council sessions will be removed from the game.

Winning
The Tribe that meets its victory conditions first shall be the winner.
 
Examples and Clarifications:

KEY POINTS:
All actions happen at the same time.
Attacks always cancel the target characters action.
(When looking at orders, first cancel the orders of every player that is attacked. Then determine results of remaining actions)
Two players doing the same action is not the same as two players working together (one player supporting the other)!

Attack Examples:

Example 1: Attack and Defense
Player A attacks Player B
Player B defends
Result: Attack Strength (1) = Defense Strength (1). Player B remains in city.

Example A2: Attack and Action
Player A attacks Player B
Player B performs some other action (Command, Call for Vote, etc)
Result: Player B's action is cancelled and changed to defense. Attack Strength (1) = Defense Strength (1). Player B remains in city.

Example A3: Attack and Counter-Attack
Player A attacks Player B
Player B attacks Player A
Result: Player B's action is cancelled and changed to defense. Player A's action is cancelled and changed to defense.

Example A4: Supported Attack
Player A attacks Player B
Player B performs some other action (Command, Call for Vote, etc)
Player C supports Player A
Result: Player B's action is cancelled and changed to defense. Player A and Player C are working together to attack Player B. Attack Strength (2) > Defense Strength. Player B is driven out of the city.

Example A5: Two Attacks
Player A attacks Player B
Player B performs some other action (Command, Call for Vote, etc)
Player C attacks Player B
Result: Player B's action is cancelled and changed to defense. Player A and Player C not working together. This is two completely separate attacks against Player B.
Player A's Attack Strength (1) = Defense Strength (1). Player C's Attack Strength (1) = Defense Strength (1). Player B remains in city.

Guard Examples:

Example G1: Move
Player A moves to City X.
Result: Player A enters City X.

Example G2: Move and Guard
Player A moves to City X.
Player B guards City X.
Result: Entry Strength (1) = Guard Strength (1). Player A cannot enter City X.

Example G3: Two Moves
Player A moves to City X.
Player B guards City X.
Player C moves to City X.
Result: Player A and Player C are not working together. This is two completely separate moves.
Player A's Entry Strength (1) = Guard Strength (1). Player A cannot enter City X.
Player C's Entry Strength (1) = Guard Strength (1). Player C cannot enter City X.

Example G4: Suppoted Move
Player A moves to City X.
Player B guards City X.
Player C supports Player A's move (Player C must be in the same location as Player A OR already in City X)
Result: Player A and Player C are working together to help Player A enter City X. Entry Strength (2) > Guard Strength (1). Player A enters City X. Player C does not change location.

Example G5: Move and Attacked Guard
Player A moves to City X.
Player B guards City X.
Player C attacks Player B.
Result: Player B's action is cancelled and changed to defense. Attack Strength (1) = Defense Strength (1). Player B remains in city.
Entry Strength (1) >? Guard Strength (0). Player A enters City X.

Victory Examples

KEY POINTS:
Only one team can win.
it is possible that no one will win. If the game is lost before all four partial victory goals are achieved, then nobody wins. (If all four partial victory goals were achieved then the Cult of the Apocalypse wins).
It is possible for a team to be unable to win because of the partial victory goals completed.
If three or more partial victory goals are complete, the team that completed each of its partial victory goal the earliest wins.

Example V1: One partial victory goal Completed
The Water partial victory goal is completed.
Result: The Water Tribe can still win. The other three True Tribes (Fire, Wind, Earth) are now unable to win. They cannot complete their full goals before another partial victory goal is completed. It is still possible for any of the Storm Tribes or COA to win.

Example V2: Two partial victory goal Completed
The Water partial victory goal is completed.
The Fire partial victory goal is completed.
Result: None of the True Tribes can win. They cannot complete their full goals before another partial victory goal is completed. It is still possible for any of the Storm Tribes or COA to win.

Example V3: All partial victory goal Completed
The Water partial victory goal is completed first.
The Fire partial victory goal is completed second.
The Wind partial victory goal is completed third.
The Earth partial victory goal is completed fourth.

Result: None of the True Tribes can win. They cannot complete their full goals before another partial victory goal is completed.
If the game is Lost, The Cult of the Apocalypse wins.
If the game is a Scientific Victory or a Dominatin Victory, then the Children of the Boiling Seas win.
If the game is a Diplomatic Victory, then the Children of the Hurricane win.
If the game is a Cultural Victory, then the Children of the Tsunami win.

The Children of Inferno cannot win. In a Domination Victory, the Water and Fire partial victory goals were completed earlier than the Fire and Wind partial victory goals, so Children of the Hurricane win. In a Diplomatic Victory, the Water and Wind partial victory goals were completed earlier than the Fire and Wind partial victory goals, so Children of the Hurricane win.

The Children of the Volcano cannot win. In a Domination Victory, the Water and Fire partial victory goals were completed earlier than the Fire and Earth partial victory goals, so Children of the Hurricane win. In a Cultural Victory, the Water and Earth partial victory goals were completed earlier than the Fire and Wind partial victory goals, so Children of the Tsunami win.

The Children of the Tornado cannot win. In a Diplomatic Victory, the Water and Wind partial victory goals were completed earlier than the Earth and Wind partial victory goals, so Children of the Hurricane win. In a Cultural Victory, the Water and Earth partial victory goals were completed earlier than the Earth and Wind partial victory goals, so Children of the Tsunami win.
 
I need to do some cleanup on the formatting, but that is the gist of it.
Signups are now open. Good luck!
 
I sign up for the ... For a random tribe ;)
 
I shall sign up as a part of The Children of the Boiling Seas

Edit: I have a question. Could one player in theory guard a city alone, even if many players tried to move to the city? And would it be possible only to prevent some from entering, while stopping other people from entering?
 
signing to Children of the Volcano

Question - what if 3 partial vics achieved and then Maya wins by domination?
Means 2 tribes win? Or even 3 including Fire one?>
 
These are all good questions. They should all be clear when i get the examples page up, either later tonight or tomorrow. I hadnt previously considered the selective guarding, but that soubds interesting so i will add it.
 
I shall ponder which tribe I shall join before making the decision. Especially since there seems to be so many options. The amount of options I fear may lead to less of a "clannish" system, and more of one or two people for each one, which could just really lead to chaotic ferment :p (you have almost three times as many clans this game than you had in CotE)

I would suggest removing the storm clans if we don't have enough people to really fill out each of the clans. However if we do get enough, there should be no real problem with this system.
 
I shall ponder which tribe I shall join before making the decision. Especially since there seems to be so many options. The amount of options I fear may lead to less of a "clannish" system, and more of one or two people for each one, which could just really lead to chaotic ferment :p (you have almost three times as many clans this game than you had in CotE)

I would suggest removing the storm clans if we don't have enough people to really fill out each of the clans. However if we do get enough, there should be no real problem with this system.

The teams will be much smaller than COTE. Entirely deliberate.

You have to work with people who aren't on your team. :high5:

You've got to work with people you can't necessarily trust. :backstab:
 
I honestly cannot see why only one team can win. What is wrong with two or even three teams sharing the victory?
 
Principle "there can only be one".
 
I honestly cannot see why only one team can win. What is wrong with two or even three teams sharing the victory?

If two teams equally share the victory are they really two teams anymore?

But, in the event that two or three teams meet all their victory conditions (which can only be 2 or 3 storm tribes as in the V3 example), I think its fair to give them the titles of first, second and third place winners based on the order of PVG completion.
:trophy::trophy2nd::trophy3rd:

BTW - My recommendation is to set up social groups for shared interests instead of individual tribes. Ie - a group for all the tribes with a Water connection. In a perfectly balanced game, that's 5 of the 11 tribes. But of course the storm tribes could likely be members of 2 groups, and the COTA possibly a member of all 4.
 
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