The following is a faithful copy of Sonereal's full original post.
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The immediate events following The Change were all marked with desperation, violence, and rapid decay of society. Many died of violence. Many died of the plagues that would soon spring forth having long untouched the modern world in true severity. It would be the Winter that purged the world of excess for no man or woman could be a loner anymore and the cannibal hoards had run out of easy prey.
Mankind has entered a period where populations are too small to specialize and the threat of raids or war are constant. A man is often expected to fight or perform military duties but getting in the crop decides the fate of the community that year.
Guns are out of the picture. Artillery comes in the form of trebuchets and catapults. Mounted troops once more rule the battlefield. Mankind has entered the dawn of the Second Dark Ages.
The first tumultuous year is over.
Dies the Fire
An IOT of The Change
Tentative Features
1.) Four turns in a Year
Winter: Crops aren't planted, harvested, etc. However, your pops will still drain food for this turn.
Spring: This is the turn when crops are planted. Crops planted in Spring at harvested until Autumn.
Summer: Crops are growing. This is the turn where Emigration and Immigration occur. This is the turn where there is most conflict.
Autumn: This is the turn where crops are harvested for food. If you have less available pops in Autumn than you did in Spring, you may not harvest all your crops! So be careful throwing all your soldiers into a war or converting all your pops to soldiers.
2.) Population and Farming
Each pop is one individual. Each pop produces five food. In the beginning, everyone begins with 100 pops. Each Food can support one pop. Food can be stored or converted into population.
There is a catch. Soldiers in Spring don't plant crops. Soldiers in Autumn don't harvest crops. Not having enough pops to harvest the crop in Autumn could be a problem. Running out of food is damn near dangerous. Furthermore, there's a modifier running from -5% to 5%. You can harvest 1-5% more than expected. It could be neutral. Or you could lose 1-5% of the harvest. You can potentially produce 525 Food at the first harvest...or only 475.
There are also Elite pops. Elite pops are converted regular pops, like soldiers. However, they can't be converted back to being regular pops. More Elite Pops increases your chances of gaining a technology.
3.) Massed Crop Failures
In Autumn, a society could experience abnormal levels of crop failure. It could range from a minor 1% failure on top (on top of the above failure) to being a massive 90% crop failure. This could lead to several things. The society could attempt an attack on neighbors to gain food or neighbors could help that society.
Either way, the situation is dire. In a starvation situation, there is first a warning saying food stores are inadequate and the number of deaths that could occur will be listed in the update. In a food shortage, normal pops are always the first to die of starvation, followed by military pops (as they requisition the food through force), followed by Elites (who command the military).
Expect food rebellions.
4.) Plague
Each Spring (after the first), a Plague will spawn. Having a high population increases the chance of being hit with the Plague. Civil Technology decreases your footprint and your chances of being the one who is hit directly and slows the spread.
The number initially affected is random. So is the mortality rate.
In the Spring Update, the nation hit will the Plague will be made public along with the estimated pops infected/killed. If there is a high mortality rate, then the rate of spread will usually be small (as it kills its host quickly).
In the Summer Update, each infected infects another pop or emigrates and infected another community.
In the Autumn Update, another infection/kill.
During the Winter, there is no spread. Just kills.
In Spring, a new Plague is generated or the existing one mutates (new mortality rate).
5.) Technology
Each turn, random societies will gain an advance in one of the four technologies which is dependent on their share of the global Elite pool. An advance is as simple as M1-M2, F1->F2, and so on. However, technologies can be sold/traded and hoarded.
Technology is this new world plays several important functions.
Military technology increases the effectiveness of your soldiers.
Fortification Technology increases the defensive power and influence of your forts. Farming Technology increases output and decreases the chance of being hit with a crop failure.
Civil Technology decreases your population by 10% when factoring in the Plague spawn. It also determines your community's ability to filter out infected migrants at the border.
6.) Nomads
Players can also create Nomadic societies. These function very differently than normal societies. For one, they move. Societies may allow them to move through their territories or tell them to stay away.
Nomads don't have regular pops. Only soldiers and elites. When in neutral territory, soldiers can be sent to scavenge food and each soldier will scavenge two.
Nomads can still gain technologies like other societies and increase their population.
Nomads can attack settlements, conduct raids, and the like and become terrifying creations. When a Nomadic group takes a fort, the fort is converted into another horde under the control of the player.
Nomads can be hit with Plagues as well. If they're moving through borders of an infected society, there's a chance the Nomads have a soldier infected.
The only technologies the Nomads are affected by are Military and Civil.
7.) War
Using the same military system I use everywhere else with a few new additions.
Forts overlook your territories. You can set 25 pops to constructing a fort within your borders. All non-nomads start with a fort. Forts exert control over nearby territory. All your forts hold equal amount of your food storage.
Fortification Tech determines the range of defense/attack of your forts. In the beginning, soldiers in forts can only attack/defend adjacent territories. Unless ordered otherwise, soldiers are evenly distributed among forts. Capturing forts is the only way land changes hands. Also, fort owners can order the destruction of their own forts.
There are several military actions besides normal attacking.
Raid: Attack aim at killing a few pops, soldiers, and elites.
Siege: If successful, the land AROUND the fort is captured and the food inside the fort is cut off and so are defending soldiers. This food and these soldiers can't be redirected. At this point, it's a matter of whittling down food supplies and tossing plague victims into the hold.
8.) And more.