Abaddon
Deity
You could always to a RTOR with jus a little bit more effort into updating?
Throwing in more ideas, this time aimed at ATX2. Mixing in ideas from basically all my stuffs, including the NESlife gene/trait system. The idea is to give players a specific set of actions, so the updates can basically be a specific set of results, almost like in Risk or Diplomacy games. Any further interpretation is left to the players.
Stat Examples
Spoiler :NEOLITIHIC EXAMPLE
Tribe: Daftinolz (Daftpanzer)
Level: 0
Stability: +3
Wealth: +2
Food: +2 (cereals, cattle)
Goods: +2 (tools, boats)
Luxuries: +2 (ceremonial ornaments)
Manpower: 0
Development: 1/10
Army: Tribal War x5, Polearms x1, Archery x1, Shields x1, Armour x1, Bravery x3, Ceremonial War x2
Navy: Small Boats x1, Navigation x1
Leadership (Daftish): Despotism x1, Divine Rule x1, Representation x1
Culture (Daftish): Tribalism x5, Civilization x1, Seafaring x1, Artistry x1, Architecture x1, Astronomy x2, Monumental Burials x3
Economy (North European): Farming x1, Fishing x1, Domestication x1, Metal Working x1, Boat Building x1
Religion (pagan): Solar Worship x3, Mysticism x1, Animism x1, Reincarnation x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, astronomy, artistry)
World Culture: Daftish (first-generation)
Heartland: Dafthenge / Northern Europe
Religious Affiliations: pagan
Typical traits: Bravery, Ceremonial War, Tribalism, Astronomy, Monumental Burials, Solar Worship.
ANCIENT EXAMPLE
City-State: Daftopolis (Daftpanzer)
Level: 3
Stability: -1
Wealth: +2
Food: -3
Goods: +5 (metal tools, boats, crafted pottery)
Luxuries: +1 (wine, ceremonial ornaments, sculptures, inscriptions)
Manpower: +3
Development: 1/5
Army: Polearms x3, Shields x3, Swords x1, Archery x1, Armour x3, Catapults x1, Phalanx x2, Discipline x3, Organization x2, Bravery x3, Ceremonial War x1
Navy: Small Boats x2, Ramming Boats x3, Catapult Boats x1, Navigation x2
Leadership (Daftish): Despotism x1, Divine Rule x1, Representation x2, Noble Council x4, Theocracy x2, Bureaucracy x2
Culture (Daftish / Lolzoronian): Tribalism x1, Civilization x5, Seafaring x3, Artistry x3, Architecture x3, Astronomy x5, Monumental Burials x1, Literacy x3, Theatre x1, Poetry x3.
Economy (North European): Farming x3, Fishing x5, Trading x5, Domestication x2, Metal Working x5, Boat Building x4
Religion (Daftpatheism / pagan): Solar Worship x5, Religious Hierarchy x5, Mysticism x1, Animism x1, Reincarnation x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, Astronomy, Artistry), Great Temple of Daftpantheism (#11, boosts Daftpantheism, stability, culture)
World Culture: Daftish (first-generation)
Heartland: Dafthenge / Northern Europe
Religious Affiliations: Daftpantheism
Typical traits: Bravery, Discipline, Noble Council, Civilization, Seafaring, Artistry, Astronomy, Literacy, Fishing, Metal Working, Solar Worship.
World Culture: Lolzoronian (first-generation)
Heartland: Eastern Europe
Religious Affiliations: Daftpantheism
Typical traits: Armour, Representation, Bureaucracy, Poetry, Trading, Domestication, Boat Building, Solar Worship
World Religion: Daftpantheism (founded 1001 BC, Daftopolis)
Encourages: Literacy, Architecture, Astronomy
Condemns: Tribalism
Unity: one doctrine!
Typical traits: Solar Worship, Religious Hierarchy
MEDIEVAL EXAMPLE
Kingdom: Daftland (Daftpanzer)
Level: 5
Stability: -5
Wealth: -5
Food: -10!
Goods: +1 (metal tools, boats, crafted pottery)
Luxuries: -4 (wine, ceremonial ornaments, sculptures, inscriptions)
Manpower: -2
Development: 1/3
Army: Polearms x5, Swords x2, Archery x3, Armour x6, Catapults x5, Discipline x3, Organization x6, Bravery x3, Ceremonial War x1
Navy: Small Boats x3, Ramming Boats x3, Sailing Warships x3, Navigation x3
Leadership (Zaldid): Despotism x4, Divine Rule x5, Representation x1, Noble Council x3, Theocracy x3, Bureaucracy x5
Culture (Dalol): Tribalism x1, Civilization x6, Seafaring x4, Artistry x2, Architecture x5, Astronomy x6, Literacy x5, Poetry x5.
Economy (North European): Farming x5, Fishing x5, Trading x6, Domestication x5, Metal Working x6, Boat Building x6
Religion (Daftpatheism): Solar Worship x7, Religious Hierarchy x7, Mysticism x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, Astronomy, Artistry), Great Temple of Daftpantheism (#11, boosts Daftpantheism, stability, culture), Tomb of Catz the Great (#22, boosts Organization, Divine Rule)
World Culture: Dalol (second generation: Daftish+Lolzorian)
Heartland: Northern Europe
Religious Affiliations: Daftpantheism
Typical traits: Bravery, Discipline, Civilization, Seafaring, Bureaucracy, Poetry, Astronomy, Literacy, Trading, Metal Working, Solar Worship.
World Culture: Zaldid (second generation: Zalmagar+Lolzorian)
Heartland: Southern Europe
Religious Affiliations: pagan
Typical traits: Organization, Despotism, Divine Rule, Domestication
Actions
Spoiler :EPIC OPTIONS: (requires and uses epic points. You can use multiple points per turn.)
Golden Age (home) - lasts for at least one turn. Whatever your people do best, will be done even better. Rebels will be quieter than normal, and your influence will be greatly boosted in all areas.
Great Wonder (location / effects) - a monument to stand the test of time. Can inspire the growth of certain traits or subtle effects of your choice for the rest of history (or at least a while).
Great Leader (category) - a huge one-turn boost in a specific area - Army, Navy, Culture, Economic, Religious, or Leadership itself. Conquests can turn into epic conquests. Oceans can be crossed. Wealth can be doubled. Cultures and religions can be reborn. Etc etc.
ARMY OPTIONS:
Conquer (enemy tribe/kingdoms) - try to gain permanent control of certain neighbour(s).
Raid (enemy tribe/kingdoms) - capture wealth, prisoners etc without trying to gain permanent control.
Intimidate (nearby tribe/kingdoms) - armed manoeuvres / minor raiding etc to scare certain neighbours.
Explore (adjacent land) - armed expedition to get familiar with unexplored territories.
Defend (borders) - army stays at home, to concentrate on defence.
Assist (allied tribe/kingdoms) - send your military to assist with whatever your allies are doing.
Oppress (specific cultures) - crush disobedience, or make sure there isn't any.
Massacre (specific cultures) - try to genocide the target group(s) of people. They can fight back!
Enslave (specific cultures) - they can fight back!
Develop (trait) - you get to add a new military trait of your choice, and also (optionally) remove an unwanted one.
NAVY OPTIONS:
Defend (home coasts/waters)
Blockade (enemy coasts/islands/ports/straights)
Battle (enemy waters) - try to seek out and crush the enemy navy.
Invasion (enemy coasts/islands/ports) - attempt and amphibious invasion.
Trade (anywhere or anyone) - navy concentrates on protecting and promoting friendly trade in this area.
Piracy (enemy waters)
Explore (area) - armed naval expedition to seek out new contacts and opportunities.
Develop (trait) - you get to add a new navy trait of your choice, and also (optionally) remove an unwanted one.
LEADERSHIP OPTIONS:
Power (home or allies) - the leaders concentrate on defeating or bribing any rivals to power.
Stability (home or allies) - concentrate on making the regime/dynasty seem rock solid and legitimate.
Impress (anyone) - show off your power to foreign peoples, or your own peoples, to influence them.
Help (home or allies) - the benevolent leaders try to make life better for the people, through public works, free gifts, festivals etc.
Interrogate (home or allies) - use spies and agents to root out disobedience, or perhaps to cause it.
Encourage (culture group / culture trait) - the leaders sponsor a certain culture (EG Chinese) or cultural trait (EG Literacy) within your borders.
Discourage (culture group / culture trait) - the opposite to the above, and more likely to cause some upset.
Develop (trait) - you get to add a new leadership trait of your choice, and also (optionally) remove an unwanted one.
CULTURAL OPTIONS:
Impress (anyone) - show off the best of your (majority) culture to neighbouring peoples, or minorities in your own lands. They may be influenced and/or adopt your culture.
Absorb (home) - attempt to assimilate all different cultures in your lands into one. This may create a new mixed culture (new generation).
Expel (culture group) - a popular backlash occurs, and your majority culture attempts to rid itself of certain foreign influence(s).
Develop (trait) - you get to add a new cultural trait of your choice, and also (optionally) remove an unwanted one.
ECONOMY OPTIONS:
Explore (anywhere) - privately funded land/seal expedition to seek out new opportunities and contacts, particularly of the commercial kind.
Trade (anyone or anywhere) - focus is on trading and dealing, wealth will increase depending on your needs/surpluses, and you may gain random culture/religious traits from trade partners.
Gift (anyone) - give a large portion of your income as a gift or tribute to another power, for diplomatic reasons. Or even your own people, for happiness and stability.
Invest (home or allies) - expand farms, mines etc, raising output (and thus wealth), and possibly gain random new economy traits too.
Develop (trait) - you get to add a new economic trait of your choice, and also (optionally) remove an unwanted one.
RELIGIOUS OPTIONS:
Create (religion) - attempt to found a new world religion, based on any five religious traits you specify, and influenced by your cultural traits.
Preach (religion) - promote the desired religion in your own lands.
Suppress (religion) - the opposite of the above, and more likely to cause upset.
Missionary (religion, anyone) - try to spread desired religion in the specified foreign lands.
Tithes (home or allies) - use religion to extract more toil (output) and wealth from the people. Prolonged use may cause unrest and disillusionment!
Bless (home) - try to use the power of religion to create calm and reduce tensions, through ceremonies and festivals etc.
Inspire (economic trait / cultural trait) - try to use the power of your majority religion to further develop an existing trait.
Condemn (economic trait / cultural trait) - the desired trait is seen as unholy by the majority religion, with various repercussions for you and possibly other powers too.
Authority (religion) - try to become the global centre of authority for your majority religion, giving you power/influence over all its followers.
Holy War (enemy) - try to use the power of religion to inspire a great zealous war against your enemy, possibly roping in other powers who share your religion.
Develop (trait) - you get to add a new religious trait of your choice, and also (optionally) remove an unwanted one.
RESEARCH doesn't exist until much later.
I suppose it would be the polite thing for me to actually comment on other people's postings here. I will try to do that once I've read them thoroughly![]()
Throwing in more ideas, this time aimed at ATX2. Mixing in ideas from basically all my stuffs, including the NESlife gene/trait system. The idea is to give players a specific set of actions, so the updates can basically be a specific set of results, almost like in Risk or Diplomacy games. Any further interpretation is left to the players.
Stat Examples
Spoiler :NEOLITIHIC EXAMPLE
Tribe: Daftinolz (Daftpanzer)
Level: 0
Stability: +3
Wealth: +2
Food: +2 (cereals, cattle)
Goods: +2 (tools, boats)
Luxuries: +2 (ceremonial ornaments)
Manpower: 0
Development: 1/10
Army: Tribal War x5, Polearms x1, Archery x1, Shields x1, Armour x1, Bravery x3, Ceremonial War x2
Navy: Small Boats x1, Navigation x1
Leadership (Daftish): Despotism x1, Divine Rule x1, Representation x1
Culture (Daftish): Tribalism x5, Civilization x1, Seafaring x1, Artistry x1, Architecture x1, Astronomy x2, Monumental Burials x3
Economy (North European): Farming x1, Fishing x1, Domestication x1, Metal Working x1, Boat Building x1
Religion (pagan): Solar Worship x3, Mysticism x1, Animism x1, Reincarnation x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, astronomy, artistry)
World Culture: Daftish (first-generation)
Heartland: Dafthenge / Northern Europe
Religious Affiliations: pagan
Typical traits: Bravery, Ceremonial War, Tribalism, Astronomy, Monumental Burials, Solar Worship.
ANCIENT EXAMPLE
City-State: Daftopolis (Daftpanzer)
Level: 3
Stability: -1
Wealth: +2
Food: -3
Goods: +5 (metal tools, boats, crafted pottery)
Luxuries: +1 (wine, ceremonial ornaments, sculptures, inscriptions)
Manpower: +3
Development: 1/5
Army: Polearms x3, Shields x3, Swords x1, Archery x1, Armour x3, Catapults x1, Phalanx x2, Discipline x3, Organization x2, Bravery x3, Ceremonial War x1
Navy: Small Boats x2, Ramming Boats x3, Catapult Boats x1, Navigation x2
Leadership (Daftish): Despotism x1, Divine Rule x1, Representation x2, Noble Council x4, Theocracy x2, Bureaucracy x2
Culture (Daftish / Lolzoronian): Tribalism x1, Civilization x5, Seafaring x3, Artistry x3, Architecture x3, Astronomy x5, Monumental Burials x1, Literacy x3, Theatre x1, Poetry x3.
Economy (North European): Farming x3, Fishing x5, Trading x5, Domestication x2, Metal Working x5, Boat Building x4
Religion (Daftpatheism / pagan): Solar Worship x5, Religious Hierarchy x5, Mysticism x1, Animism x1, Reincarnation x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, Astronomy, Artistry), Great Temple of Daftpantheism (#11, boosts Daftpantheism, stability, culture)
World Culture: Daftish (first-generation)
Heartland: Dafthenge / Northern Europe
Religious Affiliations: Daftpantheism
Typical traits: Bravery, Discipline, Noble Council, Civilization, Seafaring, Artistry, Astronomy, Literacy, Fishing, Metal Working, Solar Worship.
World Culture: Lolzoronian (first-generation)
Heartland: Eastern Europe
Religious Affiliations: Daftpantheism
Typical traits: Armour, Representation, Bureaucracy, Poetry, Trading, Domestication, Boat Building, Solar Worship
World Religion: Daftpantheism (founded 1001 BC, Daftopolis)
Encourages: Literacy, Architecture, Astronomy
Condemns: Tribalism
Unity: one doctrine!
Typical traits: Solar Worship, Religious Hierarchy
MEDIEVAL EXAMPLE
Kingdom: Daftland (Daftpanzer)
Level: 5
Stability: -5
Wealth: -5
Food: -10!
Goods: +1 (metal tools, boats, crafted pottery)
Luxuries: -4 (wine, ceremonial ornaments, sculptures, inscriptions)
Manpower: -2
Development: 1/3
Army: Polearms x5, Swords x2, Archery x3, Armour x6, Catapults x5, Discipline x3, Organization x6, Bravery x3, Ceremonial War x1
Navy: Small Boats x3, Ramming Boats x3, Sailing Warships x3, Navigation x3
Leadership (Zaldid): Despotism x4, Divine Rule x5, Representation x1, Noble Council x3, Theocracy x3, Bureaucracy x5
Culture (Dalol): Tribalism x1, Civilization x6, Seafaring x4, Artistry x2, Architecture x5, Astronomy x6, Literacy x5, Poetry x5.
Economy (North European): Farming x5, Fishing x5, Trading x6, Domestication x5, Metal Working x6, Boat Building x6
Religion (Daftpatheism): Solar Worship x7, Religious Hierarchy x7, Mysticism x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, Astronomy, Artistry), Great Temple of Daftpantheism (#11, boosts Daftpantheism, stability, culture), Tomb of Catz the Great (#22, boosts Organization, Divine Rule)
World Culture: Dalol (second generation: Daftish+Lolzorian)
Heartland: Northern Europe
Religious Affiliations: Daftpantheism
Typical traits: Bravery, Discipline, Civilization, Seafaring, Bureaucracy, Poetry, Astronomy, Literacy, Trading, Metal Working, Solar Worship.
World Culture: Zaldid (second generation: Zalmagar+Lolzorian)
Heartland: Southern Europe
Religious Affiliations: pagan
Typical traits: Organization, Despotism, Divine Rule, Domestication
Actions
Spoiler :EPIC OPTIONS: (requires and uses epic points. You can use multiple points per turn.)
Golden Age (home) - lasts for at least one turn. Whatever your people do best, will be done even better. Rebels will be quieter than normal, and your influence will be greatly boosted in all areas.
Great Wonder (location / effects) - a monument to stand the test of time. Can inspire the growth of certain traits or subtle effects of your choice for the rest of history (or at least a while).
Great Leader (category) - a huge one-turn boost in a specific area - Army, Navy, Culture, Economic, Religious, or Leadership itself. Conquests can turn into epic conquests. Oceans can be crossed. Wealth can be doubled. Cultures and religions can be reborn. Etc etc.
ARMY OPTIONS:
Conquer (enemy tribe/kingdoms) - try to gain permanent control of certain neighbour(s).
Raid (enemy tribe/kingdoms) - capture wealth, prisoners etc without trying to gain permanent control.
Intimidate (nearby tribe/kingdoms) - armed manoeuvres / minor raiding etc to scare certain neighbours.
Explore (adjacent land) - armed expedition to get familiar with unexplored territories.
Defend (borders) - army stays at home, to concentrate on defence.
Assist (allied tribe/kingdoms) - send your military to assist with whatever your allies are doing.
Oppress (specific cultures) - crush disobedience, or make sure there isn't any.
Massacre (specific cultures) - try to genocide the target group(s) of people. They can fight back!
Enslave (specific cultures) - they can fight back!
Develop (trait) - you get to add a new military trait of your choice, and also (optionally) remove an unwanted one.
NAVY OPTIONS:
Defend (home coasts/waters)
Blockade (enemy coasts/islands/ports/straights)
Battle (enemy waters) - try to seek out and crush the enemy navy.
Invasion (enemy coasts/islands/ports) - attempt and amphibious invasion.
Trade (anywhere or anyone) - navy concentrates on protecting and promoting friendly trade in this area.
Piracy (enemy waters)
Explore (area) - armed naval expedition to seek out new contacts and opportunities.
Develop (trait) - you get to add a new navy trait of your choice, and also (optionally) remove an unwanted one.
LEADERSHIP OPTIONS:
Power (home or allies) - the leaders concentrate on defeating or bribing any rivals to power.
Stability (home or allies) - concentrate on making the regime/dynasty seem rock solid and legitimate.
Impress (anyone) - show off your power to foreign peoples, or your own peoples, to influence them.
Help (home or allies) - the benevolent leaders try to make life better for the people, through public works, free gifts, festivals etc.
Interrogate (home or allies) - use spies and agents to root out disobedience, or perhaps to cause it.
Encourage (culture group / culture trait) - the leaders sponsor a certain culture (EG Chinese) or cultural trait (EG Literacy) within your borders.
Discourage (culture group / culture trait) - the opposite to the above, and more likely to cause some upset.
Develop (trait) - you get to add a new leadership trait of your choice, and also (optionally) remove an unwanted one.
CULTURAL OPTIONS:
Impress (anyone) - show off the best of your (majority) culture to neighbouring peoples, or minorities in your own lands. They may be influenced and/or adopt your culture.
Absorb (home) - attempt to assimilate all different cultures in your lands into one. This may create a new mixed culture (new generation).
Expel (culture group) - a popular backlash occurs, and your majority culture attempts to rid itself of certain foreign influence(s).
Develop (trait) - you get to add a new cultural trait of your choice, and also (optionally) remove an unwanted one.
ECONOMY OPTIONS:
Explore (anywhere) - privately funded land/seal expedition to seek out new opportunities and contacts, particularly of the commercial kind.
Trade (anyone or anywhere) - focus is on trading and dealing, wealth will increase depending on your needs/surpluses, and you may gain random culture/religious traits from trade partners.
Gift (anyone) - give a large portion of your income as a gift or tribute to another power, for diplomatic reasons. Or even your own people, for happiness and stability.
Invest (home or allies) - expand farms, mines etc, raising output (and thus wealth), and possibly gain random new economy traits too.
Develop (trait) - you get to add a new economic trait of your choice, and also (optionally) remove an unwanted one.
RELIGIOUS OPTIONS:
Create (religion) - attempt to found a new world religion, based on any five religious traits you specify, and influenced by your cultural traits.
Preach (religion) - promote the desired religion in your own lands.
Suppress (religion) - the opposite of the above, and more likely to cause upset.
Missionary (religion, anyone) - try to spread desired religion in the specified foreign lands.
Tithes (home or allies) - use religion to extract more toil (output) and wealth from the people. Prolonged use may cause unrest and disillusionment!
Bless (home) - try to use the power of religion to create calm and reduce tensions, through ceremonies and festivals etc.
Inspire (economic trait / cultural trait) - try to use the power of your majority religion to further develop an existing trait.
Condemn (economic trait / cultural trait) - the desired trait is seen as unholy by the majority religion, with various repercussions for you and possibly other powers too.
Authority (religion) - try to become the global centre of authority for your majority religion, giving you power/influence over all its followers.
Holy War (enemy) - try to use the power of religion to inspire a great zealous war against your enemy, possibly roping in other powers who share your religion.
Develop (trait) - you get to add a new religious trait of your choice, and also (optionally) remove an unwanted one.
RESEARCH doesn't exist until much later.
I suppose it would be the polite thing for me to actually comment on other people's postings here. I will try to do that once I've read them thoroughly![]()
=Neverwonagame3I like it, but have a question. Once a player has chosen an action, how much input do they have over the details?
bombshoo said:Also could please elaborate on your culture stat. Specifically the meanings of the "techs" given you don't have research yet. Also how would cultural groupings (Like Northern European) effect economy and how do luxuries and goods play into this?
The idea is you'd just choose and action and a target for that action. The whole orders could be 5 or 6 lines. Players could add more background if they want but it wouldn't be necessary.
Daftpanzer, you have always been and will always be the most insightful person on these forums. You deserve to hear that.
TBH, Charles, we've all played many MRTOR's and there still is one running. Perhaps you can pick a different setting, maybe a different map of some sort? I'm getting bored with earth.
Abaddon said:Comments greatly desired![]()
Lord_Iggy said:I'd love to try that out.
Symphony D. said:Daftpanzer, you have always been and will always be the most insightful person on these forums. You deserve to hear that.
Ninja Dude said:So, any constructive critisism?
Charles Li said:Here, I present SEALAND!
Holy crap, it was a reverse! Never noticed that!![]()