Fantasy Turnovia For starters, the rules will be rather simple, gameplay steamlined, and updates churned out on a regular basis without the novel-style literature that usually goes with today's NESes. The particular events within the update are up to YOU to write about. I will simply update stats and give a rundown of the stat changes and any random events that come up for each player. We will be using an upside down earth map, and all the climate changes that theoretically go with it. http://www.worlddreambank.org/T/TURNOVIA.HTM Here is a theory (Credit to Das for finding this gem) on how the world would be if it was upside down. We will be using this source for our world's climates and weather patterns. Rules We must have rules, otherwise players will attempt to get away with extremely dumb things. While most of the play is left abstract, with emphasis on storywriting being the main construction tool for your country, there will be guidelines that we must follow. Race Your civilization can be a race of anything you'd like it to be. From humans, elves, giants, orks, dwarves, halflings, dragonkin, spiders, giant antmen, golems, minotaurs, lizardmen, trolls, whatever. And if you'd like to make sub-races of races that's fine too. Feel free to use your imagination to make this world as fun as possible. It'd be fun to see a nomadic civilization of giant spider riding elves running around causing a bunch of bull mess ritualistically slaughtering those they conquer to sate their god-queen's thirst for genocide, for instance. Government The government of your civilization doesn't really matter so much as the other stats, tbh. It's more a flavor sidenote. If you'd like for your government to have specific effects, then I imagine your stories will portray as much. Stability Represented in a number from 1-10. The higher the number, the less upheavel and clamor for revolt there is. Economy Represented in 2 numbers. The left number is the "Jack" you gain each turn, and the number on the right is how much upkeep you are responsible for. Your Jack is representative of your spending power each turn. Simple enough. Make sure to pay your upkeep before spending, or your country will suffer. It is worth noting that certain civilizations will be able to survive or even thrive while making less Jack than their neighbors for whatever racial or civilization specific reasons. Disclaimer: We're using the term "Jack" for our economy because I used this term for economy (At the time I thought it was a fun term to use) in my old NES Operation Motherhen in 2010. We must not evolve or break from tradition or something bad will happen! Strategic Resources If you wish to have a strategic resource developed, please spend economy on it and explain what resource you're trying to acquire and what it's affect should be on your country. Examples horses for cavalry, wine for happy people, etc.. Military Your military is divided into divisions. Your military is then graded by it's quality. Your military is affected by many things such as tech and strategic resources and is drafted from your population. This section represents your standing army. Draft Pool This is the pool with which you may recruit into your standing army without taking a serious economy hit. You may also draft this pool during times of emergency. This pool is not available to every race, but can be a useful tool for the more defensive races. If you call upon your reserves YOU ARE RESPONSIBLE FOR THEIR UPKEEP FOR THE TURNS IN WHICH THEY ARE CALLED UP. Otherwise their quality will take a hit, due to starvation or lack of maintained arms. Still, if you are in dire straights, throw everything you can at the bad guys. Navy Your navy is divided into Flotillas and also has quality. Your navy is also affect as military is by tech and strategic resources. The phenomenon of "Trade" Do not start making ridiculous trade agreements with one another and expect it to increase economy. Trade happens between peoples without government intervention. Only when the governments restrict trade do we see a need to unrestrict it. Trade will be free between all peoples UNLESS players explicitly restrict this within their own borders. Some things that make restricting trade ideal would be a future conquest (Harder to justify war to a people that is used to trading with the target), to appease your own wealthy class who might want to not have to deal with a competative foreign rival, or whatever else you players can come up with. Age Kinda civilizations-ish. Your civilization gets to travel through the aeons and gain different technology levels. I imagine that a military that is in the industrial age would be able to trample a stone age military quite easily with equal numbers. Also different strategic resources would be unlockable in different ages. Example Sudan(Amon Savag) Race: Elves Government: Monarchy Stability: 5 Economy: 500,439/24 (HUEHUE ALL YOUR RESOURCES ARE BELONK TO ME) Treasury: 0 Strategic Resources:Giant Spiders(Allows for Spider Riders) Military:6 Spider Rider Division (Elite) Navy:None Age:Bronze Mod Notes: May draft 14 divisions of Elven Militia if under attack. Orders Don't send novels. One PM max. The object is to not have me sitting here for 3 weeks at a time figuring up everyone's orders and comparing small details and detailed battle plans and so forth against one another. I would like to streamline this process so that you, the players, may have fun writing the story of your civilization's rise (And potential fall).