Civ'ed
I ain't gotta explain a thing
950 years ago, the Occurrence happened. We do not know what it was, but it happened, and we have spent much time trying survive.
Now, we have the firearm. We can grow.
Link to video.
Now, we have the firearm. We can grow.
Link to video.
So this is an IOT/NES/THING taking place in the year 3000, almost 1000 years after an unknown apocalypse destroyed modern civilization.
To join:
Name of nation: self-explanatory
Government form: self-explanatory
Religion/Culture: Be creative civilization kinda slumped for 950 years
History: In 2050 the Occurrence occurred. In 3000, the gun was reinvented. Communities commenced formation around 2600. I want to see a bit more creativity than Renaissance Nazis here.
Neighbors: Some ideas for neighbors.
Place your main settlements on the map. 3-4 settlements at start.
Nomadic tribes can obviously control a bit more, but have no settlements.
How Stats will look
Name/Player
Region: Where are you on Earth in pre-occurence terms?
Government: your government form.
Cultural Groupings: Cultures within your nation, in order of frequency.
Religion: Religions within your nation, in order of frequency.
Military Units: Your Armies/Navies
Economic Influence: How powerful you are regionally from an economical perspective. 1-10.
Political Influence: How powerful and stable you are. 1-10.
Diplomatic Influence: How well can you lord over the minor states and tribes within your region. 1-10
Overall Influence: an average score, out of 10, developed from your Economic influence, Political Influence, and Diplomatic influence.
1 is the most influential, 10 the least.
Tech level: 1-10. Everyone starts at 2, except for nomads, who start at 1. This is highly abstract, but in general, in years (europetech because eurocentrism whooo)
1: Medieval 900-1400
2: Renaissance 1400-1600
3: 1600-1700
4: 1700-1830
5: 1830-1870
6: 1870-1914
7: 1914-1920
8: 1920-1950
9: 1950-2000
10: 2000+
These are influenced by your RP but also by stats such as Cultural and Religious unity, your army size, and your government - economically, a nomadic tribe will do worse than a merchant republic.
EXAMPLE
Bani/Cived
Region: Eastern Seaboard/Upstate New York
Government: Monarchy
Cultural Groupings:
Bani - 70%
Yorcah - 25%
Ingliner - 5%
Religion:
Jeezism - 80%
Appelism - 20%
Military Units: 5/0
EcoInf: 3
PolInf: 7
DipInf: 1
Influence: 4
Regions
the world will be divided into regions. You can only communicate with other countries within your region. You wont know the sizes until T0 to prevent minmaxing. As your tech level expands it will become increasingly easy to communicate with people in other regions, but until 9-10 never as easy as it is right now.
Culture and Religion
Cultures and religions have warped over nearly a millennium. Expect nothing to be the exact same ever again. The more unified your religious and cultural makeup is, the better your polinf will be. You cannot have a Polinf under 5 with less than 75% following a religion and 75% following a culture.
Military
At the start, there are two kinds of military - the Army and the Navy. Later on these will be joined by other projects. Every nation starts with an army and navy appropriate to their starting area. The requirements for being able to have a navy are a sea or a river bordering territory. Navies can go up and down rivers.
Projects
Projects are heavily RPed projects done by the player. When a project is started, you must assign manpower and resources - your economy will drop and your army will shrink. Depending on the project, you can earn all this back easy.
How to Orders
Orders will be extremely freeform. You can literally do anything you want within the constraints of your nation.
Nomads can effectively displace their entire nation from one point to another.
Expansion is mentioned in the orders.
Be realistic with your orders in regards to your influence. A tiny citystate can try to stand up all it wants, but its not going to be listened to very much.
Combat
If combat is really your main focus, SO BE IT!
For Combat, send in a battle plan. If you have a general idea of the area, thats enough. Most combat in this is going to be dictated by the relative quality of your plan, as well as numbers. Plain old rush in with no thought will work with more numbers. Thats really it.
Note: This is going to be a, as you may have guessed, RP heavy game. This doesn't require essays though - if you can get at least some RP in that's enough.