Special thanks to Melda for sharing his system for controlling AI leaders of other civilizations, Dot80 for helping out with AI characters competing for power amongst players, filli_noctus for embarking on a heavy programming quest, and to all former players who have been very supportive of this game since the beginning.
You see those waves, crashing onto the shore with mighty force? They crash and recede, varying in strength but always weakening what is on its way. This position is like that. New waves come to debilitate you, to push you out, to take over you, to destroy you, and it is up to you to resist, or even use the wave to your advantage. It will not only be the waves. No, there will be others too, others trying to take advantage of the natural force to take the seat themselves, to be the new king of the hill. And as you build glory and greatness, progress and victory, you will be constantly faced with the new challenges of each wave. It is a weary life. The winds of change beat always against you. The fog of uncertainty blinds you. The stagnating humidity of failures chokes you. The suns truth seeking light burns you. Yet you continue. You endure. You survive, and thrive. Not everyone can do the same. To keep you sane and focused, some say you need a vision. A goal, an objective, you must want to shape the world, to improve the lives of those around you, to defeat your enemies and become the greatest people of all the lands. Time in the end will finish you off, but if you succeed your life will continue. Your legacy will live forever in the minds and records of humanity. All you need is ambition.
And what is your vision for this world?
To others, I may say the ideologies and ideals that I wish were followed, dreams of achievements and innovation. But to you I will tell you an even deeper truth. My visionmy desireis simple: absolute power.
Quick Rules
You, the players, are the members of a civilization at its birth. You will lead this civilization to greatness and survive the challenges of history. You will compete against other civilizations, just like any ordinary game. Your main concern however, is somewhere else.
The objective of the game is to become the most powerful person of all history. Power, measured by a score, will rank players and AI (non-player characters) in the powers list. At the end of time, the character on first place will be declared victor. Power is composed of wealth, hard power (political positions) and their level of control, and your relationship and influence with the masses.
All players have a profile giving them information like wealth, age, family, location, stats, and other useful information. Essential elements like power, popularity, reputation and influence are not listed in your profile. You must interact with the world around you to learn your progress. Your characters are not immortal. At a certain point they will pass away. Yet you keep playing through the first-born child of the previous character. Establishing lineage and a prosperous family is essential for good continuation. Dying childless is a huge setback, as everything is lost and you must restart with a new unknown character.
In the competition for power there are two types of orders: actions and movements. Actions involve hiring and paying other people to carry out certain tasks. These mostly do not involve your character moving locations. You may perform an unlimited amount of actions in a turn, as long as you have the capital to carry it out. Movements, on the other hand, involve you character directly in performing a certain task. Most involve moving locations (even if it is districts within a city). You may perform one movement per turn, move two tiles and a movement per turn, or move four tiles. Common movements involve characters visiting sections of the city to assesse the situation, learn information, and estimate their popularity, reputation and influence. To carry out a movement, PM me with the following information:
For Job Hunting: Destination: (district and city) Job Type: Business you want to work in.
For other movements:
PM me with the following information:
Movement you will be doing
Destination (City; Tile; District)
Time of day (Morning/Midday/Afternoon/night)
Purpose and details
For the Recruiting Movement:
PM me the above, with the following:
Where you are going to recruit
What kind of people you are looking for
Specific Purpose
Actions vary in what you need to send me. For more information on each Action see Action Details.
As you gain power you may acquire or create organizations to further help your plans. These may be businesses to increase wealth, groups/creeds/parties to unite people under a common cause, belief or ideal, and religions to shape ideology and culture. With these organizations come units who work for you for money or another cause. These units will have ability sets with levels of mastery for you to use in you plans. Intelligence, Skill, Stealth, Intrigue, Cooperation, they are all used in different situations for different tasks. You may use units under your banner to carry out tasks by sending them in assignments. You may also train them to increase their effectiveness in certain ability.
Actions, movements, assignments, and the organizations you create are designed to exist under the framework of these rules, to be limited only by your creativity and the circumstances of the game-world (technology, society, political and economic situation, your players capabilities and power). Think outside the box, and with the right information, timing, and planning many great things can be achieved.
You, the players, will create and shape the government (how decisions of State are taken), society, ideals, religion, and the economy. You will create laws, justice systems, social systems, and everything needed to run a State, and maintain sources of power.
The game is paced by two-week sessions. 10 turns of Civilization V is played following orders submitted by the player-created government. After 10 turns, a message is posted describing the events that occurred during the 10 turns. This marks the beginning of a session. Each session is composed of 3 session-turns in which you may carry out orders to further your goals. Between each session-turn a post will describe the general events occurred, and messages will be distributed to all players describing the outcome of their actions. A 4th session-turn may be added if needed to finish the inertia of the events occurring. After the last session-turn, the session is over, a conclusion update is posted, and 10 more turns are played in Civilization V following the orders received from the player-made government. Each session will last about 2 weeks (counting processing time), and each session-turn gives two days for players to submit orders and politick.
All personal orders should be PMd to me, unless you want others to know what you are doing. Government orders should be written in bold, either by PM or in the main thread. (I will follow the orders of the corresponding and competent authority or the most powerful on the matter). The main thread is like the public square, everything said here will be heard by the citys population, and impacts popularity and influence. Posts marked by speech in bold have an augmented effect. Ooc comments are obviously not taken into account.
Simulating real life, taking down powerful people and siting on the throne is not an easy task. Use the different situations presented in each session by the changing environment of the game world to your advantage. And remember, he who knows the most can successfully fend off an attack and strike back.
To sign up, simply give me your name and family name/surname/house name. A message will be PMd to you containing your characters profile. Good luck!
The following describes the game mechanics more in detail. Use these to learn more on the aspects and answer questions you may have. You do not have to read all of this to play the game!
NOTE: I will say in-game to refer to aspects of the Civiliztion V game that are not controlled by me.
Character Profile
All the information needed to master your character and understand the extent of his capabilities..
Each player will be a member of the Chinese civilization. At the beginning of the game, all signed up players will be “civilians” of this emerging nation. Each player will be given a link to a Google document, which will describe that player’s character profile. In this profile you will find you character’s age, wealth, location, home, language, skill and stealth, as well as information on your family, organizations you control, and units at your disposal. Keep all information on this document private and safe so you do not give advantages to your opponents.
Profile Stats
The following is a brief explanation of each stat and their implications.
AGE
This tells you how long a character has lived, and an estimation of how much time he has remaining. The older a character is, the more chances of death there are. Until the modern era, every 2 turns* in-game counts as a year for all characters. This means that between each session five years will pass.
Chances of death are increased by how unhealthy the civilization is, and the era they are in. Cities with the plague have a 50% chance of death, reduced by how much a character can pay for health services (maximum it can be reduced is 25%).
*This may be modified depending on how I perceive the pace is going.
WEALTH
Your profile will tell you your expenses, your income, the money you have, the number of tiles you have, and which tiles you have. These contribute to your overall wealth.
Wealth is a very important part in the game. With money, you can do many actions including paying bodyguards and units, hiring assassins, paying rebel militias, propaganda, spying, bribing, and much more. There are several ways to earn money. You may get a job, start a business, earn money from your land, or from politician salary.
The currency of the civilization is symbolized with a g after a quantity. (ex: 5g means 5 of the civilization’s currency). All civilizations deal with Gold, the money indicated in-game, 100g = 1 Gold.
All players must pay living expenses (food, housing, clothing) to keep their characters and their families alive and well. For more information see Living Expenses under Character sustenance in the Character Profile section of the rules.
For more details on money and the game's economy, see The Economic System in the Matters of State section of the rules.
LOCATION
Location is a very important aspect of the game that indicates the position of your character in the game world. When not in a movement, it is supposed that your character is at his home location (chosen by you when you choose where to live). When he speaks in the Main Thread the character is in the main square, in downtown, or at a palace hearing.
When a character submits orders, it is supposed that the character goes to talk with the corresponding unit wherever he is in the city, or he does it by mail, message carried by a courier once writing is researched. As technology increases, usage of telephones and computers replaces the mail system.
LANGUAGE
To be able to talk to foreign people, you have to know their language. Until then the only way of communication is through gestures (description instead of dialogue).
Once two civilizations meet, historians may be exchanged to learn each other’s language and customs. They will also discover social and political issues of the other civ. After a session, these historians can translate during meetings.
Your character can also learn the other language by visiting other civ for two in-game turns or by going to a school/being tutored. Tutors cost the average education costs. Once you know the language, you need no more translators and can know for sure what the other leader says.
STATS
Your character may engage in combat or assassination, either offensive or defensive. All characters that are players have skill and stealth. Everyone starts with horrible skill and horrible of stealth
Unseen Stats
The only stats I will report to you in numbers will be Age and Money/wealth. Words and scenes in stories will describe the following stats. I will report these stats to every player via private message, or through your Google document.
INFLUENCE
This is the influence you have over a specific ethnic group in the city you are in. Influence affects how civilians will react to decisions taken, and whom they support or are convinced by the most. It will decide if AI civilians agree to it or not once decision is made, and it will lessen opposition if an influential person approves a decision.
Local influence (limited to a city) is composed of the support and opposition of several groups, like the influence over military, agriculture, working class, economic, intellectual, religious and cultural sectors of the population. Participating with these groups, taking decisions in their favor, and being relatable will increase support from these groups. Writing intellectual pieces of work (like analyzing the political panorama, recording history, etc). increases your influence in the intellectual community.
National influence is the average of the influence you have over each city.
POPULARITY
Popularity is a measure of how well people like you. These are the ranks:
- Abhorred
- Despised
- Repudiated
- Hated
- Opposed
- Disliked
- Rejected
- Ignored
- Disgraced
- Forgotten
- Unknown
- Appreciated
- Supported
- Recognized
- Liked
- Loved
- Admired
- Revered
Notice how above unknown the traits are negative, and below unknown the traits are positive. The farther away from unknown, the stronger the trait. This impacts people's reactions, popular stability and people's opinion on your decisions. Also affects certain actions. Popularity is only obtained by what the AI people are told and know, not what I know. (That is, what is said in the Main Thread).
REPUTATION
Reputation is what you are known for. At beginning of life, you are unknown, then, depending on what you do you will gain a title followed by a quality, which tells you if it is good or infamous:
Reputation is only obtained by what the AI people are told and know, not what I know. However, reputation may be influenced by rumors and gossip not said in the Main Thread but circulating in the city.
Power
The main objective of the game is to be the most powerful man of the world and of all history. A politician's power will depend on the highest and longest period of power.
Spoiler:
(one could be ultra powerful for two turns but for ten turns you were lower. When you die, your power for each session will be averaged into a definitive score.)
The ten most powerful people will be listed on the Powers list, and will be constantly changing. What you want to be is in the list, and to be Number 1. At the end of game, whoever is in first place is the winner.
Power is influenced primarily by wealth and your position in the government system. The more control you have over different aspects of the State, and the less accountable you are held, the more powerful you will become. Keep in mind that there are different degrees to control, between absolute and non-existent.
Immortality
LINEAGE
When you reach the age of 18, you will begin to look for marriage to conceive heirs to your fortune and continuance of the family. Every turn, you may take the action procreate, where you may receive a child. This child will in ten turns enter the civilian pool. Each of your children can become a politician, but only the first-born is guaranteed. (The others have probability. The second is 50%, third is 40%, fourth is 20%, fifth is 10%, sixth is 5%, seventh is 2.5% and so on). In addition, you will only take control of one of your children when your current character dies. By default it if the oldest male (you may modify this before death).
Before your character’s passing, it is important to leave behind a will to pass on inheritance in your desired manner (and avoid family feuds over it).
On procreate: You cannot do this more then once each session if you have already conceived a child during the session. You must either wait until next session, or queue your action for the transition time. By queue, you can order how many children you will want to try to have during the transition time. You will then try each in-game turn until you reach your goal, or the next session begins.
Gene-pool rule: I have to thank Tambien for bringing this issue to me.
From now on, marrying cousins three times consecutively will make their children completely sterile and sick. Marrying siblings two times consecutively causes the same effect.
FAMILY
To form a family you will have to look for a spouse. Marriage takes a movement. Once you reach the age of 18, you may go on a movement to search for a wife. There are two options: court a woman, or announce marriage proposals.
Courting a woman: This is done when you know whom you want to marry. You must visit the woman and her family; gain the acceptance of her father, and the love of the woman. Talk, make agreements, and show your skills in the tests they will give you to win the heart of the woman. This process is also influenced by the culture of the civilization.
Announcing Marriage Proposals: This is done when you do not know whom you want to marry. You will just announce you are looking for a wife (or husband) and letters will reach you with a proposal and the details. Your position, popularity, wealth, and influence all determine what kind of proposals you receive (and which kinds of families propose their daughter)
Contributes by Filli_Noctus:Consult the matchmaker - The matchmaker is an AI who will go to find a suitable spouse for a character. By spending an action and you can specify desired traits in a spouse for the matchmaker to find, the more specific the traits the higher the cost. Next session you will be given a list of possible spouses with as many of the desired traits as possible, you may then use the Court movement to complete the marriage. The price of the matchmaker increases per trait asked for. Standard price is based on standard Culture industry prices for a search detailed with one trait.
Unlike the past game, your wife or husband now has a greater impact. Not only will it influence your popularity and influence, it will also affect certain attributes your children gain. These benefits (and negative traits) depend on the family and profession of your wife.
Spoilerspouse family benefits :
If your spouse comes from a military family:
Increase in initial skill for children
Increase in your military influence
Increase in chances of children entering the military career (taking away from politician chances)
Criminal family:
Increase in initial stealth for children
Increase in your criminal influence and you gain criminal connections.
Increase in chances of children becoming criminals
Increase in spoilage chances
May decrease (or increase) popularity if crime family is really known
Turns reputation into infamous
Merchant family:
Increase in chances of children becoming merchants or entrepreneurs.
Children earn money before age 18 (besides land incomes)
May earn family business
Politician family:
Increase in chances of children becoming politicians
Increases intrigue in non-player controlled children
May increase/decrease popularity
May increase influence and political power
Artist family:
Increases popularity of children
Increase in chances of children becoming artists
Increase in chances of children becoming spoiled
Increases effects of Public Speeches in children
Intellectual family (scholars) :
Decreases chances of children becoming spoiled
Increases reputation of children
Increase in chances of children becoming politicians (obviously less then politician family benefit)
Wife may provide assistance and advice pertaining to current political situations
Farmer family:
Increase popularity among poor and lower classes
Decrease popularity among aristocratic class
May gain a farm, possibly even land
Laborer family:
Increase popularity among poor and middle classes
Decrease in popularity among aristocratic class
Children may easily obtain a job during youth
Women 'running to your door': At high levels of popularity, money, and power, women may look for you to marry them, and some may just come for the 'pleasure' of being attended by such a powerful person. The latter women will have the same effects as the Extra Luxury effect, without being illegal. Needless to say, the other risks still prevail.
SPOILED CHILDREN
Wealthy people may have to deal with spoiled children (only first born is immune to this)
Symptoms of spoiled children begin at age 10.
(Things like "I don’t want to go to school" "I hate poor people" "I hate sharing" or wanting everything they see very badly)
However, nothing is certain until age 14, when it is decided if a child is spoiled or not. If he/she is spoiled: there are several degrees of spoiled. (includes number and everything below)
1: spoiled = likes to party excessively, does poorly in school, rebellious.
2: Insubordinate = disobeys orders, wanders in the streets,
3: Defying = Goes against what you believe. Will do things that seem horrible in your eyes.
4: Violent = Drinks alcoholic beverages at early age. Takes violent actions. Spends little of your money.
5: Drunk = Drinks alcohol, womanizer, spends your money.
6: Addicted = Spends a lot of your money. Addicted to all vices, very violent (can kill you or siblings for inheritance money)
To see the symptoms, you must do the Family Visitation movement. (seeing how your family is doing and speak to them to know them better.
To fight this, you must pay to educate a child you think has the symptoms before age 14. You decide how much you want to pay. (No more then 95 per child.)
Character Sustenance
LIVING EXPENSES
These are default expenses that cover house, food, clothing and basic needs needed to live. Increases as you have more children and family members, and when you live in richer areas. When you cannot pay for these, you loose your house, or your family begins to starve (and possibly die). These costs also decrease when you own a farm, work as a farmer and have benefits, or when you live at a city palace.
The following are the expenses you will always pay:
Food: Item price determined by Agriculture, Fishing and Animal industry; per family member (including yourself). You will get to choose what you want to consume (food out of one, two or all industries)
Without this, your risk starvation and death of family members. You may only last a session and five turns in-game before people start dying (younger family members die first).
When you cannot afford food, or have nowhere to buy it, you may hunt outside the city in unimproved tiles (movement). You risk dangers in the wild against nature and wild animals. You may also steal (movement).
House: This depends on which district you choose to live in, and the prices set by the Land and Housing industry. The following are the districts you may choose:
Lower district: most cheap
Poor district: cheap
Market: cheap
Middle District: average costs
Rich District: expensive
Downtown: very expensive
You can also live in a tile/acre you own outside the city:
Rural poor: extremely cheap
Rural middle: cheap
Rural rich: expensive
Suburban poor: cheap
Suburban middle: average prices
Suburban rich: expensive
The advantage of living in better, upper class districts is safety, and better reputation and popularity. Living in cities gives more of each then their rural or suburban counterparts. You can have a clear idea of which place is better by the prices.
Living outside the city makes doing walks around a district more difficult, for you would have to travel to the city from your tile/acre. You would see less and be more isolated from events in the city.
Clothing: You are a civilized man; you can’t go around naked! You will have to spend on clothing per family member, including you, to have clothes. The price of clothing is set by the crafting/manufacturing industry. The best and most fashionable clothes are the most expensive, while common clothing and rags are very cheap. But remember, image says a lot about an individual in a game where popularity and reputation matter.
JOBS
You can also get a job by using a movement: Job Hunting
If you want to do this give me the following:
Destination: (district and city)
Job Type: Business you want to work in.
EXTRA SPENDING
This is spending on luxurious goods. These goods can increase your influence, popularity, and life expectancy. Food You may want to spend extra money on food to increase your life expectancy. For every 5 g spent you will receive 1 bonus that will help you increase your chances of living. (expense is per session) Luxury: There are three types:
- Decorative: used to improve how you look (clothing, accessories). Used to decorate your house, amplify it, etc. Gives you a permanent influence increase. Everything in excess is bad, so be careful how much you spend on this, for it may hurt your popularity. For every 1 gold, +1 bonus to influence.
- Consumable: Things like alcoholic beverages, tabacco, luxurious food, etc. Gives you a huge influence bonus for two turns. Be careful, too much will hurt your popularity and decrease your life expectancy. For every gold, +10 bonus to influence.
- Vices: Illegal things like drugs or prostitutes that give you an even bigger bonus (+20 bonus to influence for every gold) but may have a big negative impact on popularity, reputation and even life expectancy. Will you take the risk? Parties: You may spend money on celebrations and parties made fro the people to remember you. This will increase your popularity and reputation for a few sessions.
Players (and AI) have a set of actions they can do. These actions are used for different purposes and goals. Most actions involve you hiring or using another character to do something for you. This means you will pay or remunerate that character in some way. In addition, the key factors determining success are the stats of the characters performing the actions directly (Strength, Stealth, Intrigue, Intelligence, etc.). Be careful and selective on whom you trust and hire to do your desired actions, and it never hurts to give detailed orders. Here is a list of some to give you ideas when you are looking for possible maneuvers:
SpoilerActions List :
Hire bodyguards
Hire assassins
Political coups
Military coups
Espionage
Hire agitators
Bribe
Create assassin groups
Create guerrilla groups
Imprison politicians
Frame politicians
Frame elections (if any elections occur)
Create Propaganda
Create laws
Reform laws
Secede
Create groups, clans, parties, creeds
Issue government crackdowns
Banish anyone
Send missionaries
Create protests
Start revolutions
Create guerrilla movements
Terrorism
Ethnic attacks
Boycotts
Become reporters or hire investigators
Go on strike
Assassinations (hire or become an assassin)
Hire security forces
Procreate (see lineage for specifics)
There are several international actions a politician or civilian can do:
Order assassinations on foreign leaders
Send missionaries to foreign cities
Bribe foreign leaders
Spy on foreign leaders
Send agitators to foreign cities
Aid insurgents or governments
Create agreements with foreign leaders
Four groups will begin to exist at a certain moment in the game: the Mercenary group (for bodyguards), the Assassin group (for assassinations, espionage and creating unrest), the Investigator group (to carry out investigations) and the Messenger group (for sending letters and correspondence). AI run these groups without power interests. Groups carrying out illegal business must be found to be utilized (networking is important).
The specifics for each action (how to do them) are said in the Actions Details section. You do not need to read them all to play. It is recommended to read a certain section if you plan on carrying out a specific action. The list above is also not definitive. The possibilities are as endless as your imagination.
Movements
These are the second type of things you can do. These are not action because they have a limit as to how many movements you can do, and most of them involve you moving locations. They also involve you character spending time on the task.
These orders have a limit at how many of them you can do. Each turn you can do one movement. These are the movements you can do:
Move four tiles
Move two tiles and the following:
Visit the bar and lower district - here you can talk to people who are more familiar with the criminal or outlaw aspects of society. Here you can find out about new assassin groups, people involved and other rumors. Here you can also hire these unlawful people. If you are a civilian, you wont be affected by coming here. Politicians and public figures, however, may face speculation of wrongdoing and gain infamous reputation or a small decrease in popularity.
Visit the market area - This is a more respectable place to go for any player. You can ask the same questions as if you were in a bar but there is higher chances they wont know what you are talking about.
Take a walk in Poor, Middle, Rich, or downtown district - These walks would let you see what the city and society looks like. When you do this you are exposed to attacks by people who oppose you, and you are seen by people who live there in those districts, or are passing by at the same time of day.
Take a walk to tiles outside the city (rural, suburban)
Take a walk in a foreign city if Open Border treaty
Investigate
Become the assassin and assassinate someone
Family Visitation
Recruiting Movement
Courting a Woman
Announcing Marriage Proposals
You can also get a job by using a movement: Job Hunting
If you want to do this give me the following:
Destination: (district and city)
Job Type: Business you want to work in.
NOTE: You may do any of those movements without moving two tiles.
NOTE II: The time of day you choose is important. It determines how visible you are during your movement, the time you carry out the movement (before or after other players), the context and the possibilities of interaction and events that may occur during the movement (night for more stealthy things, morning for accomplishing tasks sooner, midday to find more people and activity, etc.).
How to:
PM me with the following information:
Movement you will be doing
Destination (City; Tile; District)
Time of day (Morning/Midday/Afternoon/night)
Purpose and details
For the Recruiting Movement:
PM me with the following:
Where you are going to recruit
What kind of people you are looking for
Specific Purpose
Units and Recruits
These rules apply to all units (like bodyguards, assassins, civilians, etc). These rules are also applied in deciding assassination, espionage, and other actions' success. The information listen below is what you need to know to play.
UNITS
Units are the core individuals of the game. All “people” like AI, player’s personas, assassins, soldiers, couriers, etc. are units. Characters are units with a name, age, details and other stats described below. Players control some, the AI control most. Among these are characters that compete for power and look to win the game. Units that are unnamed are usually grouped together for easy administration. These typically work or serve for a character.
STATS
Each character (or group of characters) has stats of different abilities. Each ability has a different level that shows how good that person is in that ability. These are the following abilities:
Intelligence - The ability to plan, to strategize, and to defeat other clever plans. This determines how well a person can get out of a risky or difficult situation, and direct the group more efficiently. It can also be seen as the level of rationality a character has.
Skill - The fighting skill. This determines how good a character is in combat; your skill with a weapon and fists.
Stealth - The ability to operate unnoticed, to be invisible, both in daylight and the dark. With this you can spy, assassinate, work undercover, escape, and other silent jobs.
Intrigue - The persuasive and political ability. This is the ability to see others emotions, intentions, and undercover plans, to be persuasive and diplomatic. Speech is intrigue's weapon, which can be used to successfully bribe, interrogate, persuade, and more.
Co-operation - The ability to work well in a team, to work together, to have 'sportsmanship' to partners, to help each other, to fight in unison, and to be a well-oiled machine. Used when large groups are resolving a conflict.
Loyalty - This is at first the potential a person has to become loyal to you and your cause. This determines some of the actions and feelings towards you and your cause, and during missions. It is very important to take note of. (Explained in more detail later).
Integrity - The scruples of a person. It is the moral values that bind a person. Helps determine the decision a person will take.
Morale - The will to keep fighting. (Explained in more detail later).
Appearance - These allow and influence certain reactions from people around you.
Education - How well the unit is educated. How much he knows of general knowledge (history, science, math, grammar) ability to read and write, manners, organization, and all other elements of a culture that are received through education.
SPECIAL STATS
The following are stats that do not appear with every unit or character. It pertains to characters who have acquired these professions. If you want a unit or character to have one of these stats, you must train them since youth in the art of the profession.
Curiosity: The investigator's special stats. Once he finds information, his curiosity will determine how deep he will dig in to that piece of information to find more.
Bargaining: The merchant's special stats. This determines his ability to buy at good prices, and sell to gain the most money. (Ability is paired with how much they are paid, just like workers, to determine how effective they are).
Confidentiality: The messenger's special stats. This determines their ability to discretely deliver a message, to not look at its content, and to not answer any questions or tell others of what they carry. If interrogated, this determines their responses. This fights intrigue as an extra.
ASSIGNMENTS
Units you control may be ordered to go on movements called assignments. Each character or group may only perform one assignment in one turn. Some assignments may take longer then one turn.
The following are the assignments they can do:
Mission/contract
Training (if master: teaching)
Move (every character moves tiles as players do)
NOTE: Taking a walk through a district is not an available assignment for GM time consuming reasons.
TRAINING
You may train your units to improve their abilities. To train, select a group of units or characters and select the focus of their training. The focus is the number of abilities being trained. The more abilities you focus on in one training session, the less chances of ability increasing.
Going on contracts gains improvement on abilities depending on risk and abilities used in that mission. Loyalty cannot be trained. If loyalty to man, it will increase periodically. You must find ways to control and have support of your men.
Master Bonus: if you have a Master (overall skill) teach them, there are more chances the abilities will increase. A Master can only teach one group.
ABILITY LEVEL DESCRIPTION
These are the levels for each ability (From worst to best):
1) Horrible
2) Poor
3) Weak
4) Inadequate
5) Acceptable
6) Formidable
7) Decent
8) Strong
9) Excellent
10) Powerful
LOYALTY
Loyalty is a special stat that is measured but cannot be trained or changed in the same manner as with the other stats. This is very important to monitor.
Loyalty is generally lowered by:
Number of casualties (the more deaths the greater decrease)
Failure of missions
Suicide missions (missions were odds of winning are next to zero). A character would tell you of this when the order is given.
Failure to receive money/payment
Missions that go against his integrity.
Loyalty is generally increased with time. There are faster ways to increase loyalty that varies to each character's personality.
MORALE
Though you will not see this described anywhere in your unit's stats, it is an important factor to keep an eye out for, especially with units that will see a lot of combat.
You can get a clear idea of your unit's morale by adding Overall Skill with Loyalty.
Morale is lowered by:
1. Each death by same key character
2. Assassination
3. Outnumbered
4. Fighting an infamous reputation character
5. Fighting others with intimidating in their extra information
6. Enemy reinforcement wave
Once morale reaches zero, enemy gives up or runs away. (Intelligence, scruples, and values determine this).
OVERALL SKILL
This is the measure of the overall skill of a character or of your own character. The more Overall skill, the longer a unit may last in battle, and the stronger they are overall. These are the following ranks (from lowest to highest)
Novice
Apprentice
Assistant
Agent
Master
GROUP STATS
These are the most general stats that determine stats on secondary characters and groups. Each organization has the following ‘abilities’, which would be the average of all the people in the organization:
Intelligence:
Skill:
Stealth:
Intrigue:
Cooperation:
Loyalty:
Unanimity: (percent of people sharing the same stats, values, etc.)
Integrity:
Appearance:
Values:
Education
A civilization can be considered an organization, and has group stats for groups of people who do not belong in any organization, group, or key characters. Literacy, schools, military unit percentage, ideals, social policies, etc., determine unanimity here.
CONNECTIONS AND ILLEGAL BUSINESSES
You must now have some sort of connection to the criminal underworld to hire proxies, thugs, and other agents. You can no longer say 'hire some man...to do some job...”
To obtain this connection, you must investigate and find criminals, go on movements and meet them. Hire or know people who know where to get these kinds of people. Somehow establish this connection and from there you may begin to hire these type of people.
Whenever you hire an assassin from the Assassin group, it will now count as if you traveled to the lower district's bar and directly hired them. This will always happen unless you specify another way to contact them.
Assassins only accept the deals proposed in the rules. Contracts involving long-term services, periodic payments, payment based on success of mission, and other specifications will not be accepted. For these kinds of things, there are other groups, groups that you must find by movements
WEAPONS AND EQUIPMENT
You may equip your units with improved and specified weapons to increase their odds of success. The weapons and equipment vary depending on the technology of the empire, and your imagination.
Weapons and Equipment have different effects and abilities. Some happen automatically, some have to be used successfully for the effect to occur. These are the two available types: Special Weapon: Effect happens automatically Equipment: has to be used successfully for the effect to occur.
For equipment, Skill and Intelligence influence the success of using the equipment.
Each weapon/equipment also has the following:
An effect (positive and negative)
A cost per weapon
The following are all the preset special weapons and equipment:
NOTE: all Standard weapons cost average item price of military industry and have no effect. All other weapons have a price of what is noted in addition to the average item price of military industry.
Spoiler:
Ancient Era:
No techs:
Club
Standard weapon
Rock
Special Weapon
May attack from long range
Can be blocked or dodged
No cost
Archery:
Bow and Arrows
Equipment
May attack from long range
Can be blocked or dodged
Increases attack
1g
Low difficulty
Bronze Working:
Sword
Special Weapon
Slightly increases attack
.5g
Dagger
Special Weapon
Slightly increases stealth
.3g
Bronze Armor
Special Weapon
Increases resistance to attacks
.8g
Bronze Shield
Equipment
Slightly increases resistance to attacks
.5g
Very low difficulty
Spear
Equipment
May attack from long range
Can be blocked or dodged
Increases attack
.7g
Low difficulty
Classical Era:
Swords become standard weapons
Horseback riding:
Horse
Equipment
Significantly increases escaping chances
Increases attack
Horse may die in conflict
Decreases stealth
2g
Slightly medium difficulty
Iron Working:
Iron armor
Special Weapon
Increases resistance to attacks
Decreases to stealth and running conflicts
1g
Iron Shield
Equipment
Increases to resistance to attacks
.8g
Low difficulty
Medieval Era:
Civil Service:
Pikes
Equipment
May attack from long range
Can be blocked or dodged
Increases attack
1.5g
Slightly medium difficulty
Steel:
Long-sword
Special Weapon
Increases attack
Slightly decreases stealth attacks
1g
Chivalry:
Full Body Armor
Special Weapon
Greatly increases resistance to attacks
Decreases stealth and running conflicts
2g
Machinery:
Crossbow
Equipment
May attack from long range
Greatly increases attack
Slightly increases stealth attacks
1.8g
Slightly medium difficulty
Longbow
Equipment
May attack from long range
Greatly increases attack
Pierces iron armor and shields
2g
Medium difficulty
Renaissance Era:
Gunpowder:
Musket
Equipment
May attack from long range
Significantly increases attack
Pierces iron armor and shields
After firing in melee, weapon is useless
2.5g
Medium difficulty
Rifling:
Rifle
Equipment
May attack from long range
Significantly increases attack
Pierces iron armor and shields
After firing in melee, weapon is useless
2.8g
Medium difficulty
Chemistry:
Smoke bomb
Equipment
Immediate escape
Greatly increases stealth
2.5g
Slightly medium difficulty
Industrial Era
Replaceable Parts:
Machine Gun:
Equipment
May attack from long range
Greatly increases attack
Pierces full body armor
3.2g
Medium difficulty
Pistol
Equipment
May attack from long range
Significantly increases attack
Pierces full body armor and shield
Has only six shots
2.7g
Slightly medium difficulty
Sniper Rifle
Equipment
May attack from long range
If hit, instant kill
Greatly increases stealth attacks
If misses, risk chances of being discovered
Pierces any armor
5g
Highly difficult
Modern Era:
Pistols become standard weapons
Rocketry
RPG
Equipment
May attack from long range
If hit, instant kill
Kills three other nearby, damages building
Very big decrease to stealth
Pierces any armor
10g
Medium difficulty
Satellites:
Cell Phone
Special Weapon
Allows long range communication and coordination
Calls may be intercepted, signal traced by other cell phones
0.5g
Advanced Ballistics
Bullet proof vest
Special Weapon
Great increase resistance to attacks by bullets
3g
ORGANIZATIONS(Groups, creeds, parties, churches and businesses)
You may form groups and organizations to bring together people who think the same, pool together resources, and have better coordination. You may also create churches to further your religion, and businesses to increase your wealth. To create a group, simply send me a PM with what you will like to do, and I will tell you what you need. You may also create Social Groups to bring together players. Do not forget to invite me to these groups to make it official them in the game world. Churches are explained under Religion and businesses under Business and the Economy in the section below.
In this game, you will create your government. You will decide how things are decided, how laws are made, how policies are made and much, much more. At the beginning of the game, the government will be the product of AI decisions in the past. Players may try to join the system or try to change the existing government. Influence and popularity will play a big part for the acceptance of a new government, just like force and wealth.
Governments throughout history have changed, even in the same country. For a government to change, all politicians have to agree, or at least most, and a Reformation Council is made to change it (unless government makes a specific rule about reforms). Opposition and supporters can do various actions to push or fight these changes. These changes may also be forced by revolutions, coups, and other forceful actions.
Popular Stability
This decides how people will act to situations, and how stable they are. The more unstable the more violent and drastic their actions. Each ethnic group in each city has their own Popular Stability.
If popular stability in a city is:
- Murderous: (-13 and more) People may attack politicians to kill them. Big chance of revolutions (60% and + 10% for every negative point above -13) and other violent acts: terrorism (40% + 10% for every negative point above -13), guerrilla (50% + 10% for every negative point above -13) and assassinations (30% + 10% for every negative point above -13)
- Chaotic: (-10 to -12) Riots form in streets. Politicians are attacked at streets, with few chances of death of politicians (10% + 5% for every negative point above -10). Greater chance of terrorist acts (20% + 5% for every negative point above -10). Chance of guerrillas forming (30% + 5% for every negative point above -10). Greater chance of Boycotts (40% + 5% for every negative point above -10)
- Unstable: (-8 to -9) Protests can begin to start (60% + 10% for every negative point above -8). If -9, there can be strikes (50% + 10% for every negative point above -8) and very slight chance of riots (20% + 10% for every negative point above -8). Small chance of terrorist acts (5% + 10% for every negative point above -8). Small chance of boycott (5% + 10% for every negative point above -8).
- Panicked: (-6 to-7) Crime rates will begin to increase (+5% for every negative point). Small percent of protests forming (30% + 5% for every negative point above -6)
- Resented: (-2 to -5) People still resent and remember worse times with cruel governments. All politicians will loose a little popularity ( -2). Very slim chance of protests (5% + 5% for every negative point above -2). mostly people will try to obey, but a few will protest.
- Oppressed: (-1) Very difficult to maintain. People live in fear of government, and will keep quiet. No chance of protests or speaking in public against government.
- Malleable: (0) People can easily be swayed. Easy to tip to stable or unstable grounds.
- Indifferent: (1) People feel comfortable. They are indifferent to violence.
- Stable: (2-4) People are stable. Crime rates begin to slowly drop (-5% for every positive point)
- Reasonable: (5-8) Crime rates significantly drop (Divide result by two). Easy to speak to population and calmly debate.
- Conformed: (9-10) Few people oppose government (10%). People are satisfied with the situation.
- Peaceful: (11-13) People are very tolerant with other differences. Will never take violent acts without politician actions.
- Celebrating: (14-18) There is no crime, or very little (divide result by ten). They praise the government and leaders. People feel proud of country.
- Arrogant: (19+) People start loosing fear and interest. They rebel and defy governments, stop working, fall to decadence and become unhappy of anything. Nothing can satisfy them, and they can easily turn Unstable.
Ideals
These are ideas that can affect how people think and react to certain events. The following are the Ideals: Nationalism, Religion, Freedoms, Ethnic Ideals, Capitalism, and Communism. More ideals can be added as the game progresses.
At the beginning, each Ideal will be 0. Then, certain actions will increase certain ideals. One of them is Social Policies. For example, Tradition increases nationalism and ethnic ideals, Liberty increases Freedoms, Piety increases religion, Honor increases nationalism, Patronage increases Freedoms and ethnic ideals, Commerce increases ethnic ideal and Capitalism, Autocracy increases nationalism Rationalism decreases religion, Freedom increases freedoms, Order increases Communism. Certain buildings and technologies also affect certain Ideals. In piety, if you have freedom of religion, it decreases Religion ideals.
Ideals are also affected by the actions of players and AI, their rhetoric, and how they build the culture and society. New ideals and concepts can be added by how players explain the world, develop ideologies and philosophies, written works and speeches, and events that occur to the civilization. All abstract ideas at the beginning are raw and malleable. It is up to players to shape these to their needs as time goes on.
Each ideal will have an effect of its own:
Nationalism: Makes people feel very proud of their country. The problems come when other ethnic groups in your country have more nationalism. They may want to become independent. Nationalism also increases the support for a war. This will make people feel vengeful towards civs that have done something against them. People will support wars against civs who have wronged them and oppose their ideals.
Religion: As this grows, this makes your people be more religious. It will begin to influence peoples support for issues, and as it increases, intolerance of other religions increases.
Freedoms: this will make people value their rights and freedoms a lot. Decisions limiting their freedoms will be unpopular among people with high freedom ideals. People will also oppose countries where freedoms are limited.
Ethnic Ideals: This will make people intolerant to other ethnic groups. It will influence the concept of ethnicity perceived by a civilization.
Capitalism: This will make people want to have private businesses and free markets all over the world. Citizen specialization will be unpopular among high Capitalist people. It will also make people oppose communism.
Communism: This will make people want to have equality. Popular stability will decrease if there is a huge difference between literate and illiterate people. It will also make people oppose rich citizens (civilians and politicians alike).
But what are nationalism, ethnicity, freedom, capitalism and communism? As you may see, standard western and modern definitions have been used. Players, as they shape the meaning of these ideas, will also shape their effects on society.
Each level of intensity of an ideal will cause people to react and certain actions:
0: Careless: This ideal has no effect on population.
1: Indifferent: This ideal has been born among this population. Still not enough to have any effect. Cant go back to zero.
2: Minority: This ideal is growing, but it is in few peoples minds. May influence how people support an issue (10%).
3: Considered: The ideal level for an ideal. May influence how people support an issue. (20%)
4: Weak: This ideal is still weak, but it is gaining strength. May influence (30%)how people support an issue.
5: Important: This ideal is now important among this population. Very slim chances of protests (20%) and strikes (10%) when ideals endangered or called into question. People are still peaceful about their ideals.
6: Influential: This ideal begins to begin to influence people. Slim chances of protests (30%) strikes (20%) and boycotts (10%) when ideals endangered or called into question.
7: Strong: This ideal is powerful among the population. Small chances of protests (40%), strikes (30%), boycotts (20%) when ideals endangered or called into question. Very slim chances of terrorist acts (20%) and riots (30%).
8: Powerful: People are passionate about their beliefs. This ideal has become powerful. Big chances of protests (60%), strikes (50%), boycotts (30%), and attacks on politicians (30%). Small chances of terrorist acts (40%), assassinations (10%), riots (50%).
9: Ardent: This ideal is ardent, burning, in people. They are very passionate about what they believe, and may sometimes even take violent actions. Great chances of riots (60%), strikes (40%), assassinations (40%), and terrorists (60%)
10: Extremist: This ideal makes people do take radical actions, mostly violent actions towards people opposing their beliefs. High chance of terrorist attacks (70%)against enemies, Assassination attempts (60%), revolutions,(20%) and guerrillas (30%).
Groups supporting ideal causes may form at level 7 (20%) and increase by 10% every level.
Ethnicity
Through out history, one of the most problem causing factors are different ethnic groups differing in identity. This factor will be present in the game. Your civ will be one ethnic group, and other civilizations will be different ethnic groups. City States, Barbarian camps, and ruins will also have a small different ethnic group. As you expand and conquer, more ethnic groups will join your civilizations society and will interact with the civilizations original ethnic group.
Every time you occupy a barbarian tile, or a tile where there was an ancient ruin, you will incorporate their population to the city. When an ancient ruin gives the empire a citizen in-game, their population will be added to the civilization.
During the ancient and classical times, you may also encounter different tribes, people of the same ethnicity but of another tribe. The challenge here for players is to either unite these tribes, or eliminate them, and to manipulate the ideals of what makes your ethnicity.
When two civilizations or city-states border each other, migration will occur. Migration flow will be directed in the direction of the richest civilization, and away from conflictive zones. Immigrant communities may adapt and be incorporated into the original ethnicity over tie depending on ideals and culture.
Religion
Religion is linked with the in-game religion system. Before a pantheon is founded, the civilization believes in many cults and gods, and performs any type of rituals. There is no organization or common belief. They can be considered barbaric or heathen in spiritual nature. Once a pantheon is founded, the civs religion begins to take form. The Pantheon is chosen by the head of state. He does not have to answer to anyone. The population, and other players, will however judge him carefully for his choice, as different sectors of the population will support different pantheons. Players with religious-oriented goals can write myths and add lore to bid for a chosen pantheon. It must all go along with the name and effects of the chosen pantheon. Stories and aspects not relating to the chosen pantheon are considered minor myths.
Once a Great Prophet is born, the true religion takes shape. Myths, sects and other religious groups will compete to claim the Great Prophet once he is born. When he appears, he will belong to the strongest sect/cult/myth/group pertaining to spiritual beliefs.
The in-game religion and now main religion of the civilization is not permanent. Religions without a majority do not show in-game but still exist. When one of the minor religions becomes a majority across the nation, the new majority replaces the old one in-game, and is now represented by the in-game religious system. This is called a religious revolution, as all buildings, cities, and units of civs in-game religion begin representing the new majority.
Internal religions, that is those belonging to the same foundation fighting for majority and in-game representation, can compete for followers training and using missionaries, buying and building temples and even aggressively fighting others with inquisitors and violence. In-game missionaries, inquisitors and Great Prophets also have an effect on this competition, as they work for the majority religion. Great Prophets eliminate all other minor religions in a city through miraculous acts and conversion. The following explains in detail the tools you may use to further spread and fight other religions.
Missionaries
Missionaries spread your religion through preaching to crowds, writing religious scrolls, and organizing rituals and events. Their lifetime work gains your religion followers and influence.
To train a Missionary, you must educate a unit in the religions teachings. If your own character does it, it takes up your movement for the turn, but it is free. If you want other educators to do this, you must pay the average education costs. Other missionaries can train missionaries, but the effectiveness of this can vary, and can leave your missionaries poorly trained.
Once you have trained a Missionary (after one session) the Missionary can begin to work and convert people. They must go against other units from minor religions, the faith output of a city (which represents majority religion defense) and the majority religions units. You can choose their focus: Offense, Counter or Defense. Offense will make your missionaries spread your religion to new followers. Defense will increase the passion of your followers. Counter will block Moderate or Intrusive Inquisitors.
Inquisitors
Inquisitors are the swords of religions. They deter the spread of other religions by countering missionary work, stopping other religions rituals, and even destroying buildings and killing missionaries.
Training an Inquisitor works the same way as training a missionary.
The use of an Inquisitor differs. You control whom the inquisitors attack and the level of aggressiveness of an Inquisitor. The following are the levels you can choose from:
SpoilerInquisitor Levels :
Moderate: The Inquisitor will denounce other religions, calling them heresy and evil. They will preach about the evil of other religions, condemn those who follow them, and teach of salvation only through their religion. They will not physically attack anyone or anything.
Intrusive: These Inquisitors will do all the moderate characteristics, and they will intervene on acts and rituals of other religions, denouncing and interrupting them, and causing a disturbance without any physical actions. (Other factors like Religious ideals and Popular Stability can cause an intrusion to grow into a serious conflict).
Aggressive: These inquisitors will not only use their speech to attack, but will also vandalize other religions temples, defile their idols, and attack missionaries physically. They will not kill, destroy buildings or hurt any followers of other religions.
Inquisitive: These inquisitors will destroy other buildings, kill missionaries, interrupt and physically attack other religions acts and rituals while doing all of the levels below. This is sort of an underground war, where they avoid being too public with their violent acts.
Public War: These inquisitors will do all of the previous levels, but they will publicly do it, making a huge spectacle of it and announcing the religion that commands them. They will also hold public executions of heretics (other religions followers) to terrorize those not following them. This can stamp out emerging religions with few less passionate followers, but can bring trouble with the government.
The reaction the people will have will vary with the level of passion the followers have. Be careful with how aggressive you are, and always try to know how passionate the followers are.
If you think about it, you do not need inquisitors to do the previous actions. But Inquisitors will always relate things to their religious teachings and scriptures, and can convert people more effectively then any commoner.
Buildings:
If Missionaries are arrows spreading your religion, and Inquisitors are swords, then buildings are the shields. These places allow for the constant production of faith to block Missionaries and keep followers. They are places to hold rituals, train and base units, and spread your religion.
Temples and shrines are built like any other building, by paying the average construction costs plus or minus the size and magnificence of the building.
Depending on the size, magnificence and capital of the building will depend its faith output. You choose the amount of all these things.
Acts
Acts are what keep your followers interested and invested in your religion. They enhance it and make your followers more passionate about their beliefs. Think of these as enhancements to your shield.
You decide what the acts are. They can be rituals, or work for the community, processions or festivals. Whatever it is, you will need a Missionary to lead the act, and capital to execute it. Buildings can also be used to support it, though it is not necessary. You decide the capital that will be used, and where it will be held. The more capital used, the better the Missionaries are trained, and the more magnificent the building is, the stronger the effect will be.
The duration of these acts, or the constancy of them, is up to you. However, keep in mind that you will need to pay the money, use the missionary and building every time the act is held.
Corruption
Death to a religion can come from within. Improperly trained Missionaries, run down buildings, and failed acts can lead to lowering the passion of your followers, leaving them vulnerable to other influences.
Religions are the original carriers of ideologies and an excellent way to move the masses. Religion can serve as a powerful tool for keeping or taking power for those who know how to use it.
Economic System
Once currency is researched, the economic system will activate itself, enabling players to invest money, create businesses and earn more money. Your earnings will be determined by money invested and the current situation of the economy.
The economic activity of the world is divided into 18 industries. Each has a different size, a labor pool, salaries, competition, costs, supply and demand, and average item price. These 18 industries are the following:
- Agriculture
- Mining
- Fishing
- Entertainment
- Crafting/Manufacturing
- Animal
- Oil
- Construction
- Military
- Research and Development
- Culture
- Health
- Education
- Slave
- Trading/Merchant
- Media
- Transportation
- Land and housing
The activity of these industries is affected by the economic situation of a city, affected by in-game elements (types of buildings built in city, development of surrounding tiles, gold production, beaker and food output, happiness, population, etc.).
BUSINESS AND THE ECONOMY
Players may wish to create a business and increase their profits. Players may do so by setting up a business in any of the 18 industries. These businesses will be held to the conditions of that industry, and face the competition of that sector. Players are free to do business in any sector, provided that no laws limit the entrance, and that players have the capital necessary (farms for agriculture, mines for mining, etc.).
Depending on the industry, you will need to produce a product. To do this, you will need some, or all, of the following: land, workshops/farms/mines/factories/schools/hospitals/fishing boat, workers, resources, capital. To establish a business, simply send me a PM telling me what you wish to do, with your business plan, and I will tell you additional information of what you need.
TRADE CARAVANS AND TRADE ROUTES
Civilization V has a system of trade routes by caravans or cargo ships to symbolize trade between civilizations. These caravans and cargo ships will be treated as units belonging to the State. The routes created by these caravans and cargo ships will symbolize the creation of new roads and trade routes with which non-state merchants also commerce. These routes will also see the flow of ideas, technology, and people. Towns may spring up along these routes (not visible in-game), and stimulate the economy where it passes.
Players who choose to venture into Trading/Merchant industry can utilize these routes for international commerce. Choosing to commerce not using the routes is possible, but dangerous (subject to dangers of the wild and being mistreated by authorities in other civilization, even being refused entry).
To create a caravan, give me the following information: Investment: this is the money the caravan will have at disposal to trade with. Merchant's Salary: How much are you going to pay merchants to conduct favorable business? (The more you pay him, the more effective he is.) Route: cities you want them to visit, and the order (for example: Persepolis --> Artaparsa --> Persepolis) Specify if over water Trade details: what you want to buy and sell in each city, and (optional) optimal prices to sell and buy (example: do not buy if price more than 8. Do not sell for less than 4)
Info on warehouses:
Warehouses generally work for storing extra goods you did not sell in a caravan trip. They also work for having business bases, offices, and managing centers. They keep you informed on the economic status of the city.
TILES AND RESOURCES
Tiles, the land of the game, can give a lot of power, wealth, and influence to a person. Land in the game is divided into tiles (the hexes in-game) and each tile is split into six acres. Each acre's value is the tile's value divided by 6. You can calculate a tile's value by taking the following into account: 1 food = 1g, 1 hammer = 2g, 1 Gold = 5g.
The distribution of land will depend on society and government, all formed by the players actions and decisions.
Resources
Each is measured by packages of 10 units.
These are the costs:
Prices change each session depending on the demand, need, and availability of resource. Compare to the basic prices to see how the value of each resource is.
Ownership of resources depends on laws and values of the society, forged by players. This means players decide if resources belong to the owner of the tile, or are all in control of the State. Players will determine this through laws and practices in the game.
EMPLOYEES
In any business you create, you must pay your workers. Depending on how much you pay them will tell how well they work. Each industry has an average salary for their workers. This average will be your reference when you set the salary of your workers.
Jobs:
You can also get a job by using a movement: Job Hunting
If you want to do this give me the following: Destination: (district and city) Job Type: Business you want to work in.
Then you will receive choices to choose from.
You will then earn a new salary.
FINANCIAL SYSTEM
This is created entirely by the players once Banking is researched. The laws that rule over the financing of the economy, and the financial architecture is created as the players see fit.
TRANSPORTATION
To distribute your merchandise to your shops and into cities, you will need to pay for transportation. The prices are determined by the Transportation industry. Price increases as more units are transported for longer distances. When traveling by road, distances between two cities do not matter.
BUILDING AND CITY MAPS
These are buildings that have no in-game effect on the empire, but are needed for certain businesses and can benefit the AI population:
Farm
Mine
Workboat
Bank
Shop
School
Theater
Circus
Workshop
Factories
Warehouses
Moneylender Building
The price to build buildings and their upkeep fluctuates, told by the prices of Construction industry. Therefore, prices to build and maintain are connected to the Construction Industry average prices.
City Maps are now divided into hexes representing 10 meters by 10 meters. To find the price of making a hex large building (standard), multiply the average Item Price by 10. For the upkeep, multiply the cost of building a hex-large building by 25%. When upkeep cannot be paid, the building begins to look worn out. A session later it is run down. A session later is abandoned, and finally it is collapsing. Five sessions later it is in ruins. For houses, simply take the item price for land and housing, this is a 7 by 7 meter large house. Upkeep for houses are always the average item price for land and housing.
You can add magnificence and splendor to your building by using luxurious materials like marble, gold, silver, copper, and gems, and adding decorations like statues, murals and carvings made with these luxurious resources by using the culture industrys average prices.
You may also choose the exact location of the building/house on the city map by pointing out the space where you want to build on the map. If you do not precise I will randomly choose where within a district.
COUPS, RANGE OF POWER AND THE DIFFUSSION OF NEWS
News are diffused the following way in each era:
Ancient Era
News is restrained to the city and first ring. News diffuse four squares out per turn
Classical Era
News is restrained to the city and first ring. Next turn, news travel through roads to the next city connected. News diffuses four squares out per turn.
Medieval Era-Industrial Era
News reaches that city and all its tiles and cities directly connected by road. Next turn, news travel through roads to the next city connected. News diffuses four squares out per turn
Radio
News reaches that city and all its tiles and cities directly connected by road. News also reaches cities with broadcast towers. Next turn, news travel through roads to the next city connected. News diffuses four squares out per turn
Mass Media
All cities in empire not blocked by water will learn of news instantly. Next turn news reach cities connected by harbors. News diffuses four squares out per turn and through roads to the next city connected.
Computers
No matter where the city in the empire is, news will reach it. News diffuses four squares out per turn and through roads to the next city connected. News reaches next turn to cities with this technology in other nations.
Globalization
News will travel the world instantly to every nation.
Note to cities separated by large bodies of water: News will not reach them until next turn if connected by a harbor. If not, then they must wait for natural four- square diffusion. News may be slowed down if radio, newspapers, Internet and television are shut down.
Coup Example: If a coup succeeds in Medieval Era: All cities directly connected to location of coup receive the report of the coup. Leader of coup, now dictator, also decides what happens to politicians in those cities, as these decide weather to support or oppose the leaders of the coup. Remember, though, that the more punishment of politicians, the more the negative effect on popular stability there is. In the next turn of coup, all cities outside dictators reach and connected by road receive news of coup, and finally come under dictator's influence. Cities connected only by harbor will also receive news of coup that turn, so their popular stability is not affected until they receive news.
SpoilerTip :
TIP: (getting supporters on cities outside of your initial reach is key to maintaining power in all the civilization))
The game will start in the Classical Era. This means there is previous history to the civilization and the world. The government, ideals, culture, society, religion, and any other notions shall be influenced by previous AI decisions. The first post will explain general history and situation of the civilization. For precise details of history, you may explore the game world to find out more (explore by doing movements).
This does not mean these ideals and notions are set. Players can always manipulate and shape the world around them. In addition, the civ chosen is just to have a basic flavor. Being the Chinese civilization does not mean we have to follow their historical accurate beliefs, forms of government, culture, etc. These are all shaped by AI and player actions and decisions.
Pools
In Government and Politics there are three pools of players:
Civilian Players: The first pool you are in when you sign up. Here you are a “civilian” meaning you have no government office. However, you are still participating and playing the game, and you can like any player do movements and actions. The only things not directly at your disposal are the resources and the power the government may have.
Politician Pool: This is the special pool of players with a government position or concrete power. This would be the only difference to the “civilians.” How you get into this pool depends on the government you, the players, create.
Limbo: When you die, you go to the Limbo for ten in-game turns. After five turns, you are born back into the Civilian pool. Limbo can be avoided by having children. When you die, you can take control of your first-born child.
Session Schedules
The game will be played and carried out the following way:
1.At the beginning of the game, the tribe/civilization will be governed by AI decision makers. The game starts with Players having:
Players are of 18 years of age.
No one has money.
No one has influence or popularity.
Skill and Stealth are at between inadequate and horrible
Population is 1000 and all are …
All ideals are zero.
Crime Rates are zero.
A family (parents and siblings).
No one owns a tile.
Leader will have popularity and influence (liked and 100%).
0% Literacy and 100% Illiteracy.
The game is divided into sessions. In a session I will tell in-game decisions/issues and other updates of the game. Each Session is divided into two turns of two days each. In each turn players can do actions, diplomacy, plan, discuss, argue about in-game and other decisions. Players can also do one movement per turn.
I will play in-game turns doing what you have told me to and I will stop after 10 in-game turns (or when an in-game issue arises).
I will post the news and updates. With this post a Session begins. The first session-turn begins
After two days, the first turn is over. This is the time when a Mid Session Event will happen. It will be related to an issue or outcome of an action done during the first turn. PMs will also be sent to players who did certain movements. The second Session-Turn begins
After two days the second session-turn ends. Another Mid Session Event will occur, as well as the outcome of all orders carried out. PMs will be sent to players who did certain movements. This marks the beginning of the third Session-Turn.
After two days the third session-turn ends. A Conclusion Update will be posted telling any outcomes of actions done.
Between the Conclusion Update and the next Session is a Transition time. This is the time I transmit all decisions to in-game and play our next turns. During this time no actions or movements can be done.
I will post the news and updates. With this the next Session begins. Step 2-5 keep repeating.
Sometimes, more session-turns may be added to let the events unfold and finish, letting the sand settle. Processing time to process all orders during session-turns will take between one day or two.
So the normal play-out is: Session 1 Turn 1 -> Session 1 Turn 1 ends -> Midsession event (and begin of Session 1 Turn 2) -> Session 1 Turn 2 ends -> Session Report (and beginning of Session 1 Turn 3) -> Conclusion Update(Session 1 Turn 3 ends. Session 1 ends) -> Transition Time -> Session 2 Turn 0
Main Thread and Group Rules
All decisions made towards issues must be in bold and easily visible in the Main Thread. PM'ing the decision is also good.
The main thread is the public stage. Everything here is public, which means all the population knows everything told here. This is the place to make speeches to the people and address other players and issues. Try to stay in character as much as you can.
For discussions with only one player, try using PM or social groups. Everything said here could affect you popularity and reputation. As a general rule, have me invited into every social group related to your characters and their group in the game.
For minimal effect on popularity, say Discussion before a statement. For greater effect, say Public Speech before a statement.
Signing Up
To sign up, all you need to do is give me the following:
House Name: This will be your house's name, which will be every character's surname.
Personal Name: For your first character.
(if there is a more precise, Chinese way of naming, do not hesitate to suggest it).
Upon signing up you will receive a google document with your character’s profile. Keep it secret, keep it safe.
Action Details: The following explains each action and how to perform it. You do not need to read it all to play game. You will need to read it when you want to perform that action.
Hire Bodyguards
Purpose:
To defend yourself against assassination attempts, espionage, and other threats to your life. Increases chances of surviving attempts at your life and foiling espionage plans on you. Cost:
5g plus Military industry prices, per bodyguard. They will remain loyal to you as long as you can pay them and Popular Stability is not murderous. (This applies to Bodyguards and Mercenaries Group only). How to:
Once the bodyguard group appears, to hire bodyguards, you need to PM saying you want to hire them and how much you will pay. Then, they will automatically protect you. However, before that group exists, you must find ways to get people to protect you. Will you use the warriors, or will you scout for people among the tribe whom you can trust and will defend you? What will you offer in return? (For more details see Recruits). These services may also be provided by other players.
Hiring Assassins
Purpose:
To eliminate political enemies or other assassins. (Politicians and Civilians alike) Cost:(prices may vary)
100g per contract and everyone will know it was an assassination. First Package
200g per contract and everyone will think it was a natural death. Second Package How to:
Send me a PM saying you want to hire assassins with the following information:
Target(s)
Assassin's Group being hired
Payment
Specification of package wanted
Spoiler:
If you dont want to pay, there is a way for you to become the assassin. PM me telling me you want to become the assassin and how you plan on carrying out the assassination.
NOTE: The same goes to the assassins. Their group will not exist at the beginning of the game. If you want to assassinate that early in the game, you must do it, or you must find someone to do it for you. Second Package kills are not available until the classical era.
NOTE ON SECOND PACKAGE KILLS: If you order a Second Package kill on a person who is participating in a big event that turn before the kill order was sent, the kill wont occur until the next turn. Reason: It takes more time and effort to slip the poison to the target, and since it is unpredictable what the target will do, more planning and preparation is required.
Political Coups
Purpose:
To remove a politician who occupies a major position of power: ex: leader of a group, leader of entire civilization, leader of a creed, party or clan, governor of a city, or a person with 50% or more local or national influence. Cost:
None for coup. 7 Gold for having message of coup distributed anonymously. How to:
First, all participants of the coup must be in the same city and location of where the coup will occur. Having allies in other cities will help assure control over the entire civilization.
To start a coup, one politician must PM me saying you want to start a coup, where when and against who. Then, his supporters will PM me saying they will support the coup. This means that you will have to deal with telling the others of the coup, risking the chances of them not supporting you and being betrayed.
For this reason, there is a second way to start a coup. You can pay 7 gold to have the message distributed to other politicians by me sending them an anonymous letter of a possible political coup, and those who want to join must PM me back. Then the leader of the political coup shall be PMed telling him who is supporting the coup. The leader will then decide if he wants to go forward with the coup or not.
If the leader goes forward the coup happens.
If not, the other members will be notified that the leader backed out and the number of people supporting the coup. They will also be asked if they still want to execute the coup. Whoever says no will also just back out and supporters of coup will proceed with the coup. The supporter with the most influence will be named leader of the coup.
If the coup succeeds, power will fall on the coup participators, with the leader of coup holding the reins. The defeated will be handled as the coup wishes.
If the coup fails, coup participators will be exposed and captured. They will be dealt with as the opposition of coup wish.
(Possible punishments include: execution, imprisonment, or banishment)
Leader of the coup must also PM me the plan of the coup, detailing what they are going to do and how they are going to gain and keep power.
Military Coups
Purpose:
Same as Politician coups except that in a military coup, only a politician with a military position, like a minister of war, secretary of defense, general, or some similar position with military influence can start one. Usually, these coups are done without other politicians support. Cost:
None. 7 Gold for having message of coup distributed anonymously. How to:
To start a military coup, and if you are able to, you just have to send me a message telling me to start the coup where, when (what turn) and against who. Normally, military coups are done against people with great power, like the leader of the nation. If you are involving politicians, it is exactly like a Politician Coup. Differences to Politician Coups:
If coup succeeds, the leader will have absolute power in what he just took power in. He can do whatever he wants with politicians in the city he is in. However, as more politicians are hurt, the more negative impact it has on popular stability. Rule in that city then becomes a dictatorship until the leader of coup ever decides to stabilize government.
Espionage
Purpose:
To know what is going on behind closed doors or what your enemy is up to. To be on look out for opposition. To get information on other players. Cost:
There are five packages with different purposes: First Package: spy on the social group page, where you will receive some discussion that happened in the target's social group page. Cost: 100g. Second package: To spy on a player's stats where you will receive detailed stats of that persons income, money in account, popularity, power status, local and national influence level, membership to any organization, etc. Cost: 280g. Third Package: intercept letters, where you will receive information of any action that the player is planning, or about to do, or did in last turn. Cost: 500g Fourth Package: to steal money from target. It costs 100g and they will steal the desired amount of gold, taking 30% as commission. Fifth Package: you hire an informant that infiltrates any organization you want, and it will inform you for ten turns. Cost: 1000g How to:
To hire a spy, you must PM me with the following information:
Target
Spy group being hired
Package wanted
Payment
You can spy on several targets at a time, for each target you need the previous information. Counter: Body Guards. Counter espionage and see if they are spying on you.
NOTE: The same goes to the espionage missions, which are done by the same group as the assassins. Their group will not exist at the beginning of the game. If you want to spy that early in the game, you must do it, or you must find someone to do it for you. Third Package missions before writing is researched will only give you what that player did that turn.
Hire Agitators
Purpose:
When you need to agitate things to make people rebel, or when you need to make a politician look bad, you can always pay people to turn peaceful protests into something more. Cost:
Agitators costs depend on how much impact you want to make on the popular stability. The default agitators are the same as the assassin group, charging 100g for the service. How to:
PM saying you want to hire agitators and payment. Counter:
Unless you are spied on in the modern age, it is very hard to prove that someone hired agitators. However, if it is found, you will highly decrease in popularity. (If you are spied on before the modern age, follow Frame a Politician action rules to try to prove that someone used agitators).
NOTE: for this action to be successful, there needs to be a context where a crowd can be manipulated into violence and easily turned into a mob.
Bribe
Purpose:
Sometimes you may need to convince people to do something, and sometimes the only option is money. You can bribe any person, even AI. How to:
To bribe a player, you must PM that person, and when both agree, both must send me a message telling me how much money will be transferred and from who to who. The person bribing must be careful, since the person you are trying to bribe may denounce you, and then there would be a battle of words and credibility (Frame a Politician rules).
To bribe an AI player, just PM me as if you were trying to convince a real person. You will risk chances with that person, since that AI would be using the dice system to see if they accept or not. It is not random or pure luck, your PM and the AIs personality influences the probability of the bribe working. Counter:
Espionage can see if a player is involved in corruption. If someone is found guilty of corruption, his or her popularity will highly decrease.
Frame Politicians
Purpose:
Sometimes, a politician may have so much popularity and power, that you need to ruin their popularity to either remove them as threats or stop them from becoming untouchable. How to:
To frame a politician, you have to post on the main thread denouncing/accusing a politician of something. I will read the post and calculate a popularity change to target. Then I will read other responses, and calculate their impact on target. After this, a credibility stat will grow for both the accuser and the target. Those who have more local influence and more popularity will have more credibility. Also, those who have good reputation will have higher credibility then those who have infamous reputation. Supporters on both sides can help by posting their responses in favor or against either politician. Outcome:
Whoever has the most local credibility at the end of two days will be the winner of this credibility battle. Winner will result slightly negatively affected locally if anything, and the looser will be negatively affected locally. Supporters of loosing politician are also negatively affected. Supporters of winner gain popularity.
The effect on popularity will depend on crime committed. There can also be popular stability consequences. The effect on popularity of accuser if he lost is negative, and as the politician accused has more popularity, the negative effect will increase. If he won, he will slightly gain popularity. Credibility Help:
If you can show evidence, you will get more argument bonus. If in modern, digital era, videos and photos taken by spy or reporters can be used.
Frame Elections
Purpose:
Win elections, if there even are elections in government. How to:
To frame elections, you must hire the fourth package of espionage. (See Espionage: Fourth Package)
Create Propaganda Purpose:
When you need to sway peoples support to an idea, law, war or to change popular stability or popularity of something, you can create Propaganda. How to:
To do this, you must PM me with the following information:
Tiles you will be distributing this
What you want it to cause
Payment
Name of Propaganda
After you have sent me the message, you must post in the main thread a post with the propagandas name as the title. In the post you will tell what you want to promote. You may also PM me the propaganda and I will post it, avoiding your identity and your ideas being exposed to enemies. Counter:
Propaganda can be fought with counter propaganda, or by groups destroying the propaganda. Counter propaganda is done exactly the same as propaganda.
For groups to take down propaganda, they have to have a presence in that tile. To order your group to do this, you must PM me saying you want to take down the propaganda and specifying which one by saying the name. To have orders ready, leader should tell me what to do with propaganda before hand. (See queuing actions)
Create/Reform Laws
This will depend almost entirely on how the government you created is, which will address how laws will be made and by who. When a law is made or reformed, it will happen when the politician with the power calls for an assembly, and all law making politicians will gather and discuss on the vote, and follow the procedures of government.
Secede
Purpose:
Create a new nation with your own rules, policies and sovereignty. How to:
To secede, leader of the city must PM saying you want to break away from the empire. After I reply, you can post on the main thread announcing your break away from the empire. Many different things will then happen. First, politicians will have to decide if they support this or not. A smart thing would be to first contact the politicians, anonymously or not (anonymously is PM me first, then I will PM who you tell me with your message, but they wont know who it is.) and see who they support. When you announce it, the politicians supporting you will post their support in the main thread. Those opposing you can declare it, or take an action to stop this. Be careful when opposing, because the leader seceding may take you out. Then, the population of the city will have to decide who they support. Civilians can openly declare their support, or they can voice opposition. The rest of the population and the military will then decide. The government will then have to respond with some action to the reaction of the population.
If government manages to remove any threat of the opposition, or control them, or there isnt any, government has managed to pass through the first stage of secession. Now, they have to deal with the government they are trying to secede from. This will depend on how they react. They might let you secede, they might send troops, they might try to assassinate leader of city, they might do anything. However they react, leader of secession must decide how to fight back.
If government falls to opposition, it will depend on what kind of opposition. If government fell, it is most likely do to armed revolts. If this happens, politicians supporting secession will suffer consequences. If government fell, national government must now come in and take control of situation. Secession does not occur.
If you manage secession, through negotiations or force, you will make your own nation. You will make your own government, own laws, and will be separate from mother nation. This new nation will have its own name, own money, own army, own population, own popular stability and own resources. You will share technology, however.
Leader of this new nation immediately gains more influence in all aspects, more popularity and more money.
Purpose:
To specifically combat crime in a city. Each city can only hire as much as the gold it produces. Multiply the # of gold it produces by 2 and this will be the percentage that will be reduced to crime rates. Anyone in the city can help to pay for more security forces by paying from their money. This would be an expense every turn, but it will give them a boost in popularity. Besides numbers, how well trained Security Forces are also increases its effectiveness in reducing crime. How to:
To hire Security Forces, the leader of the city just has to announce it in the main thread. If any player wants to hire extra Security Forces, they must announce it in the main thread and post or PM me the money they will be paying every turn.
Spoiler:
For those who wish to become more powerful with an iron fist, there is a way to use the security forces as police terror to keep citizens at bay.
Create Groups, Clans, Parties, Creeds
Assassin Groups
Purpose:
At a point in the game, there will be one assassin group not owned by any politician or civilian. It is actually ran by an AI civilian, and they will always just make contracts, never take initiative by themselves. However, a politician or civilian can create an Assassin group. It can be used for personal use or for profit. How to:
You must PM me with the following information:
Name of the group
Where you are setting the group's headquarters (City; Tile; District [if available]; building)
Vision of group. Its purpose and mission. (This can sometimes bring assassins to your group to work for free)
Kind of group: Private or Public
If public, you must set the costs for assassinations.
Then you would need to recruit units and make them assassins. To recruit, take the Recruiting Movement. See Recruits for more details.
Guerrilla Groups
Purpose:
Sometimes, the people themselves will strongly oppose a decision, a government, or a leader. You can take advantage of this in many ways. If you oppose the same things, one of the actions you can do is to crate a guerrilla group. You will finance them, arm them, and privately support their cause. (Guerrillas can form without anyone forming them when popular stability reaches a certain negative effect.) How to:
To create a guerrilla group, you must PM me with the following information:
Payment
Name of Guerrilla Group
Headquarters location (City; Tile; District [if available] ; building)
Private Support or Open support
Cause of guerrilla
If private support, you must look for a person to lead and recruit people for the guerrilla group. Only this person would know you are financing this. If open support, then you may rally up the masses and recruit people into the group. Costs:
This is really up to you. Will you hire a man to lead this militia? How much will the militiamen be payed? How much are you willing to pay to arm these men? See The Guide and the Recruits section for more details.
Spoiler:
(if the guerrilla already exists but you want to support it, you do not have to pay the leader, or recruits. You may just finance the group and help it out in other ways.)
Operations:
A guerrilla group will begin their operations by taking control of the tile where they chose their headquarters. They would have to fight a military unit there. (If none, guerrilla wins). If guerrilla wins without a fight, they are completely hidden from government. If they had to fight, then government only knows what tile they are in, but they still have to find them within that tile.
If they lost, then depending on how bad they lost will tell how many died, and if leader survived to tell government who supported them.
Operations can happen in three different types of terrains: Rural, Suburban and Urban. Rural being the easiest places to succeed, and urban being the most difficult. Rural is a tile with a farm, workshop, or no improvement. Suburban is a tile with Trading posts, or a tile adjacent to a city. Urban is a tile with a city.
The types of Operations a guerrilla can do is:
Take down Propaganda.
Terrorism
Harass military units
Sabotage improvements
Block roads
Kidnap politicians or important civilians
Actions that would create pressure on politicians
To do these, just give orders by PM to me and they will be done. You can also queue orders (see queue orders)
Terrorist Groups
How to:
To create, you must PM me with the following information:
Cause
Location of headquarters
Terrorist groups are specific groups of small number of people (Not masses of people like guerrilla groups) who only do terrorist acts. A terrorist group can turn into a guerrilla group if they have enough people and power. To recruit people into the group you must talk to players and AI, and take walks around the city, scouting for possible recruits. (Recruiting Movement)
Ideal groups
These groups are just ways to get players who think like you to come together in a way. To create one, PM me with the following information:
Name of group/creed/clan/party/brotherhood
Main ideals
Then you can announce this new group in the main thread and offer anyone who agrees with your ideals to join you.
Remember, any Social Group pertaining to this game must have me invited.
Government Crackdowns
Purpose:
Keep the people at bay, put down protests and other popular oppositions
How to:
Any leader with authority over the military can issue the order. To do so, PM me with the following information:
Army Unit ordered
To what protest/event
Banishment
Purpose:
A punishment to politicians and civilians who have committed a crime. How to:
This all depends on the laws your government creates. A banished person will not live in city or empire (depending on what he is exiled from) and cannot return lawfully.
Send Missionaries
Purpose:
Spread the nation's religion to cities with in the empire, or to other empires. How to:
Once there is an organized religion, leaders of the religion can send missionaries to spread the religion. For this, the leaders will have to pay money from the religion's organization to raise and send missionaries. Each missionary costs 5g, and for greater impact you can pay even more. To send a missionary, leader of religion must PM me with the following information for each missionary
Payment
Destination(s) (one missionary can go to three different locations during his lifetime)
Time in each destination in in-game turns (The more time a missionary spends in a place, the more his impact lasts)
Majority religion can use the in-game missionaries, prophets and inquisitors created.
Aid insurgents or Governments
Purpose:
Help a government/insurgent win a war and have them in your favor. How to:
This will also depend on how you create your government, but the main thing is:
If you are aiding a government, it will be carried out by just gifting gold through regular in-game diplomacy.
If you are aiding insurgents, it will be the same as aiding a government except the money given will be used to immediately buy a military unit that will fight the government and enemies. Weapons and any other type of support may be given to help a cause.
Create Agreements with Foreign Leaders
Purpose:
Besides the regular in-game agreements, using hot seat and controlling other civs will allow for different types of agreements resolving issues created by this game and other things. How to:
This also depends on the government you create. However, when foreign leaders meet, leaders will actually be moving locations (see movements). When a foreign leader contacts us, he or an envoy comes to our city. When our leader contacts a foreign leader, our leader or envoy moves to the other leader's city no matter how far apart the cities are.
Create Protests
Purpose:
Oppose a decision and create pressure to change it. How to:
Anyone can create protests. To start one, you must PM me with the following information:
Cause of protest
Location of protest
Operation of protest
Operations:
When you protest, these are the following things you can do to create pressure:
March through the streets- people who agree with you will come to the streets and walk with banners. Gets your ideas out to the world, very little pressure is created, but the more people join you, the more pressure you create.
Road blocking- people who agree with you will join you with banners and will block roads and streets. You get your ideas out to the world, more pressure is created since no unit will be able to pass through. More pressure is created
Strike- people who have bad working conditions will stop working. That Tile's improvement will stop producing anything. A lot of pressure is created
Hunger strikes- people who agree with you will join you and not eat until you get what you want. Creates a lot of media attention and pressure on government.
Strikes and Road blocking cause people affected to oppose you, decreasing popularity among these people. Having low popular stability can cause your protests to turn violent.
Terrorism
Purpose:
Create terror among the people and pressure on government. How to:
To do a terrorist act, you must PM me with the following information:
Cause
Location
Executioner (You, a group of people hired, a terrorist group)
Payment (required if you alone are not the executioner)
Operation and target(s)
Operations:
These are the types of terrorists acts you can do:
Ethnic Attacks- you murder a civilian (or a group if executioner is many) and you put them as display and example, warning they are not wanted, or that this will continue if there is no change
Assassination- (see assassination) Target, if killed, is displayed as an example to create fear.
Kidnapping- you kidnap a civilian (or a group if executioner is many) and warn that they wont stop unless you get what you want.
Sabotage- you destroy an improvement or road in a tile, and warn this will continue if you don't get what you want
Bomb Attack- you blow up a bomb in a place specified in location, killing civilians. Only available when tech gunpowder is researched. Must pay 250 Gold to kill 100 civilians Special: Suicide bomber: you don't have to pay person committing suicide, kills 25 and has more chances of success then a regular bomb attack.
Chemical weapon- you release a chemical weapon, killing civilians and decreasing food production. Must pay 500g to kill 1000 civilians.
Nuclear attack- very rare and usually only happens with terrorists attacking other countries. 10000g for a nuclear weapon.
For all terrorist acts, they will have to defeat security forces, body guards and/or military units to achieve their goal. The operations are listed from least impact to most impact on population and from chances of success to least.
Boycotts
Purpose:
Punish a country economically and create pressure for that country to change. Can also be to punish a business or industry sector How to:
To issue the order, it depends on the government you created to see who can and when. But however you decide it can be done, you can either post on the main thread or PM me saying:
Target of boycott (what cities)
Reason why
The effect it has depends on the foreign leader's AI decision.
To boycott a business or industry, send me a PM saying:
Target of boycott
Reason why
Reporters and Investigation
Purpose:
To investigate about a person or issue and show the world what really is happening behind closed doors without breaking the law using espionage. This method it is more difficult to get the information and some information may not be found. How to:
There are two ways you can do this:
Hire a reporter
Investigate yourself (this would be considered a movement)
Hire a reporter
A reporter costs 20g and you would have to trust him to do a good job, and get the information you want. There exists a possibility that the reporter gives you false information or gives you information you were not looking for. If you are in the modern era, pictures and video can be taken by paying 10 more gold.
Personally investigate
The way you can personally investigate is by doing movements (explained below). You must talk to people, go places, and obtain information through documents and speculation. In the modern era, you may take pictures and video.
Counter:
To counter reporters and nosy players, you can create diversions and false information to mislead them. This would mean creating documents with false information, telling people wrong rumors, and framing politicians to divert the attention. You can also take an illegal path and assassinate them.
Queue Actions and Orders
Purpose:
To be ready and do an action or order when a certain thing happens.
How to:
Queue actions
Queuing actions doesn't necessarily mean giving a lot of action orders in a way you would queue production orders. Queuing orders means having a stand by order ready for when and event occurs and you cant order it right away. By doing this, your action would happen before anyone else (if someone's queued order also triggers, the most powerful person's order happens first) To queue an action:
You must PM me with the following format:
Trigger action and details if: circumstance
or if circumstance
or if circumstance
or if circumstance then do action and details
For example:
Trigger Assassination, on Player 1, hiring Assassin group, 200 Gold, Second package if: he becomes supreme general of the Royal division
or if he becomes leader of Persepolis then trigger assassination, on Player 1, hiring Assassin group, 100 Gold, First package.
Queue orders
Military units must have queued orders when they move or attack to become more useful. When needed I will specifically ask for this information. Normally, they would be things like terrain preferences, direction of travel, what to do with certain enemy units, when to attack, etc.
You may now post sign up's! I shall wait two days for people to sign up. During this time I will set up the game, and finish a couple of details to start out smoothly. Thanks for signing up, do not hesitate to ask any questions on the rules, and I hope you enjoy the game.
I guess I will be first to sign up. Never played in the earlier iterations but seems like a very interesting game.
As for names, the most important general rule is that the name order is family name first. So if I'm John of the Smith family my name would be Smith John. Therefore it would probably be good not to call it 'first name' since it won't be first in order if using Chinese naming convention, but rather call it something like 'personal name'.
House name: 顧 (pinyin: Gù)
Personal name: 柔 (pinyin: Róu)
Oh, and to add to naming conventions if people want to follow them: Chinese names typically consist of a 1 character long family name and then a personal name of either 1 or 2 character(s). Longer names exist but they are rare.
I took the liberty to give you all Chinese characters for your names. I was careful in selecting characters that didn't have too unfortunate meanings, and in almost all of the cases I could use a character which is normally used as a name in China. Feel free to use them if you want.
Fi Lee - I couldn't find any character with 'fi' sound in Mandarin so I went with 費 (fèi) which is close.
Rhee Syngman - This is the Chinese version of the Korean President Rhee Syngman's name.
I know they won't be of much use since we're writing in English, but the family name character can always be used as a symbol for your house.
Edit: And just so you know, these are all in the traditional script since we are playing in ancient China here.
Given the civ we're playing I'd like to make a suggestion for an addition to the marriage process.
Consult the matchmaker - The matchmaker is an NPC (I suppose theoretically a PC with the right contacts could fill the role) who will go to find a suitable spouse for a character. By spending an action and you can specify desired traits in a spouse for the matchmaker to find, the more specific the traits the higher the cost. Next session you will be given a list of possible spouses with as many of the desired traits as possible, you may then use the Court movement to complete the marriage.
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