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- Mar 31, 2008
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DO NOT POST UNTIL I SAY GO
http://civfeud.chatango.com/
Jolly gee whiz, another RP? Hold on Billy, this isn't your average RP. This is FEUD! What is Feud?
One of the most challenging variations of Realpolitick I think exist for Civ4. It's a game where it isn't about trying to advance your country (though it helps) but advancing your standing in the world. There is no goal but bragging rights of saying your House ruled Egypt or China for 4000 years or something like that.
But this game isn't just about holding onto power. You can try to hold onto absolute power forever but at some point you have to ask whether you want to risk everything for it. Do you want your entire House wiped out in the violent winds of Revolution or will you cede power to the opposition to save your skin?
Maybe you don't want to be in the seat of power. Maybe you just want to be destructive? Then don't be surprised if you find your House exiled. In this game, there's not just "Administration" versus "Opposition". It's "Administration" versus "House" versus "House" and so on.
Your House will be the key to success. Will you form a political alliance through intermarriage? Will you try to claim the throne if there's a King? Or will you decide that one tile of farmland is enough to be competive?
Your starting plot (if you get one) is important because how you use it will affect the rest of the game for you.
Finally, you will have to realize that there is a world beyond your country and being a land baron in a small, weak nation that was made weak by internal bickering won't benefit you. So, if you have to pay a small tax (or even big one), what can you do besides take it for now? Depending on the government, you can get a plot of land for a cost or for free but you will be taxed and building an improvement can cost you money.
If you have holdings in a far-flung province, you're going to have to make deals or else you'll find that you're not connected to a city and unable to trade.
Some concepts and rules:
1. A "generation" is 50 turns.
2. A "tunrset" is 10 turns.
3. There are three generations active at any given time. How does this affect you? At the transition of a generation, I will check the population. So, let's say Generation I has a population of 10,000. I will decide their viewpoints and other fancy stuff. Generally, this generation is most resistant to change.
4. You will have to pay taxes at some point. Don't get too upset about it though. Please.
5. Players can buy and sell land. For balance purposes, only members of government can actually collect taxes.
6. Rules are subject to change.
7. THIS IS VERY VERY IMPORTANT. If you own a plot of land, you better hope that you're connected to a city nearby because if you don't, you'll lose half that plot's "yield". Problem with that? You still have to pay taxes.
8. Even though the game speed is slow, please notice that new civics WILL change how the game is played. Houses are very powerful at the beginning of the game is some ways but as power centralizes and the government becomes more democratic and centralized, the government may decide that it wants to establish government ran railroads and such.
9. We will not discuss how communist civics will affect land ownership until later. Much .much later.
10. Keep off-topic stuff to a minimum. And roleplay!
11. Here's something I've learned in the England RP. People need to keep track of foreign relations!
12. (This is a later thing). Once forts are enabled, forts must be built before a city can be built. Since there's ZoC, you do claim the tiles around the fort when its placed so you got that going for you.
13. Funding and buying buildings is super important. The Mayor/Government can make money off of people building buildings and could even tax the building. Houses can increase their influence with the people of the city and reserve specialist slots.
14. Negotiate often and through PMs. Especially with other players. Feel free to start your or Chatango page.
15. House feuds can be mutually destructive.
16. All units are useful in some way
17. This game can last forever. Players don't need to play the mod or have the game to play after all.
18. Ruthless AI is enabled so they'll be looking for easy pickings.
19. Oh, rules subject to change and I get final say and yadayadayada
20. I will start NPC organizations and such to further advance the game and by advance, I mean shake things up a bit. And by shake things up a bit.
Questions and Answers 1
http://civfeud.chatango.com/
Jolly gee whiz, another RP? Hold on Billy, this isn't your average RP. This is FEUD! What is Feud?
One of the most challenging variations of Realpolitick I think exist for Civ4. It's a game where it isn't about trying to advance your country (though it helps) but advancing your standing in the world. There is no goal but bragging rights of saying your House ruled Egypt or China for 4000 years or something like that.
But this game isn't just about holding onto power. You can try to hold onto absolute power forever but at some point you have to ask whether you want to risk everything for it. Do you want your entire House wiped out in the violent winds of Revolution or will you cede power to the opposition to save your skin?
Maybe you don't want to be in the seat of power. Maybe you just want to be destructive? Then don't be surprised if you find your House exiled. In this game, there's not just "Administration" versus "Opposition". It's "Administration" versus "House" versus "House" and so on.
Your House will be the key to success. Will you form a political alliance through intermarriage? Will you try to claim the throne if there's a King? Or will you decide that one tile of farmland is enough to be competive?
Your starting plot (if you get one) is important because how you use it will affect the rest of the game for you.
Finally, you will have to realize that there is a world beyond your country and being a land baron in a small, weak nation that was made weak by internal bickering won't benefit you. So, if you have to pay a small tax (or even big one), what can you do besides take it for now? Depending on the government, you can get a plot of land for a cost or for free but you will be taxed and building an improvement can cost you money.
If you have holdings in a far-flung province, you're going to have to make deals or else you'll find that you're not connected to a city and unable to trade.
Some concepts and rules:
1. A "generation" is 50 turns.
2. A "tunrset" is 10 turns.
3. There are three generations active at any given time. How does this affect you? At the transition of a generation, I will check the population. So, let's say Generation I has a population of 10,000. I will decide their viewpoints and other fancy stuff. Generally, this generation is most resistant to change.
4. You will have to pay taxes at some point. Don't get too upset about it though. Please.
5. Players can buy and sell land. For balance purposes, only members of government can actually collect taxes.
6. Rules are subject to change.
7. THIS IS VERY VERY IMPORTANT. If you own a plot of land, you better hope that you're connected to a city nearby because if you don't, you'll lose half that plot's "yield". Problem with that? You still have to pay taxes.
8. Even though the game speed is slow, please notice that new civics WILL change how the game is played. Houses are very powerful at the beginning of the game is some ways but as power centralizes and the government becomes more democratic and centralized, the government may decide that it wants to establish government ran railroads and such.
9. We will not discuss how communist civics will affect land ownership until later. Much .much later.
10. Keep off-topic stuff to a minimum. And roleplay!
11. Here's something I've learned in the England RP. People need to keep track of foreign relations!
12. (This is a later thing). Once forts are enabled, forts must be built before a city can be built. Since there's ZoC, you do claim the tiles around the fort when its placed so you got that going for you.
13. Funding and buying buildings is super important. The Mayor/Government can make money off of people building buildings and could even tax the building. Houses can increase their influence with the people of the city and reserve specialist slots.
14. Negotiate often and through PMs. Especially with other players. Feel free to start your or Chatango page.
15. House feuds can be mutually destructive.
16. All units are useful in some way
17. This game can last forever. Players don't need to play the mod or have the game to play after all.
18. Ruthless AI is enabled so they'll be looking for easy pickings.
19. Oh, rules subject to change and I get final say and yadayadayada
20. I will start NPC organizations and such to further advance the game and by advance, I mean shake things up a bit. And by shake things up a bit.
Questions and Answers 1
Spoiler :
Celticfury said:Sonereal said:Celticfury said:1. When someone starts a house option (Purge a City, City Feud, ect...) how will you determine the outcome?
Random number generator.
2a. Do you plan on creating a new system to handle the purchasing of unclaimed territories after we expand, or will you just continue with the current one?
Unclaimed territories as in "public lands" (official term for land inside borders but not privately owned)? The system will be that a player request land from the government and the government can either sell it or give it away. Players can also sell land to each other.
2b. I had an idea for a new system. The concept is that every unclaimed tile has a price. In order to acquire these tiles, you must therefore actually buy them. Tiles with resources on them will have a much higher price than regular tile. In addition, the prices should be rather high, so to force the players into serious consideration as to whether they want to buy new land or focus their money on building projects.
I seriously thought about that but it takes too much power away from governments and forces it onto me. That's' why I put a set price on buildings/units though so things remain somewhat balance but land costs and is subject so supply/demand/greed.
3. How exactly will a coup d'etat work?
The House launching the coup must have a lot of influence and will PM me when a coup is to be launched. I'll then decide (and with an RNG) which parts of the military may switch loyalties to that House and for the coup to suceed, the pro-government military must surrender.
4. You said that levying troops and "buying" buildings depend on the stance of the mayor. How will this be simulated?
Basically, if the Mayor (or government) says that a building can't be built, it can't be built. Some for units. I'll be surprised if the government allows anti-government Houses to raise troops except to build "trust".
5. Will improvements be created normally (built by workers)?
Yes.
6. Will there be a limit on the number of workers available?
No.
Ok, thanks. I think you might want to edit the front page to include points 1, 2a, 3, and 4 so tat everyone can know how things will work. This is going to make picking a chieftain interesting.