I know what you mean; if I ever do go through with my low fantasy low-stat fresh start NES idea (0,01% chance of me doing that before at least trying to sort out IANES, ofcourse; and no, I still don't have enough time to dedicate the kind of effort and concentration I consider necessary for it just yet, so my "work" on it currently is mostly just low-level brainstorming and period+cultural research), I am just going to force everyone to come up with those things from the scratch themselves by a system of start game choices ("Your primitive wandering tribe encounters strange spirits who ask for human sacrifices in exchange for protection and mercy, yes/no", but also more normal and subtle things like family values, shift to a sedentary lifestyle and prohibiting certain forms of luxury).
It is Mediterranean-ish, with the central culture being a Macedon-Rome-Medieval type of thing, and Persian-Islamic-type, Stereotypical-Fantasy-English-Medieval-Type guys, and barbarians elsewhere. I was gonna make Elves South-Southeast-Asian or Chinese type guys, so those stuffs on Southeast Asia will be awesome.
das said:
I know what you mean; if I ever do go through with my low fantasy low-stat fresh start NES idea (0,01% chance of me doing that before at least trying to sort out IANES, ofcourse; and no, I still don't have enough time to dedicate the kind of effort and concentration I consider necessary for it just yet, so my "work" on it currently is mostly just low-level brainstorming and period+cultural research), I am just going to force everyone to come up with those things from the scratch themselves by a system of start game choices ("Your primitive wandering tribe encounters strange spirits who ask for human sacrifices in exchange for protection and mercy, yes/no", but also more normal and subtle things like family values, shift to a sedentary lifestyle and prohibiting certain forms of luxury).
Well, a complete fresh start with the players doing most of the writing would be easier I'm guessing, as long as you give a solid framework... but that computer-RPG-style "starting questionnaire" system sounds so much fun (for the players, at least)!
Main complaint: what's the point of making them Elves and not either fantasy Chinamen or Chinese humanoid pointy-eared nature spirits without any Tolkienesque or other connotations and expectations?
Well, a complete fresh start with the players doing most of the writing would be easier I'm guessing, as long as you give a solid framework... but that computer-RPG-style "starting questionnaire" system sounds so much fun (for the players, at least)!
I already plugged King of Dragon Pass here before; it's something of an inspiration since a significant part of it is basically like those Paradox game events, only with less obvious events (and something like the Civ II advisers to help decide, only much more fleshed out) (actually, with some adjustments that will be a pretty good addition to a NES, and has technically been used on a lesser scale at various points in the past to supplement the main orders-update component; the main problem would be getting people to reply in time, I would imagine), and at the start you get to determine various things about your specific clan within the more established Orlanthi cultural framework (i.e. primary deities, racial enemies, stance on dragons and so on). Something like that could be great for fresh starts in general, with some adaptations (replace Orlanthi cultural framework for the framework of your basic Neolithic tribes or what have you, and ask questions about law, economy and so on instead of religious affiliation; Symphony D., Birdjaguar and Masada have done similar, to some extent, but in a different format - I suspect that using this might have worked better, at least in the sense of being easier for the players to work with properly).
Main complaint: what's the point of making them Elves and not either fantasy Chinamen or Chinese humanoid pointy-eared nature spirits without any Tolkienesque or other connotations and expectations?
Because I've been saying that this NES will be D&D-based, and I'll be burned if I renege on my word! However, after seeing that Fall From Heaven is based on D&D and there is a NES based on Fall From Heaven, I might change my mind...
Also, "elves" already has that instant nature connection thing and I thought it would be cool to have internally logical tiger riders (yeah, I like military stuff... but I would hate to see my thing as just-another-wargame-NES with fantasy flavoring that could have easily been more balanced and playable if it was RiskNES)... But I suppose noting that the not-elf folk of a wholly original species have pointy ears and live long would invoke that anyhow.
Strange. I was thinking of that just now when considering your idea despite the fact that I forgot what Wikipedia said about it. I MUST BE PSYCHOTIC LOL
the main problem would be getting people to reply in time, I would imagine
Getting people to send one PM for orders on time is already a difficulty.
Tangentially: IRCNESes are superior for "mindless" NESes: reserve the forum for serious (not serious as in unhumorous, but serious as in heavily-worked-on) works!
Then again, KoDP Elves are friggin' humanoid sentient ambulatory trees or something like that; they bleed sap and stuff. Not that it isn't neat; I suppose that it isn't always bad to mess around with a basic fantasy staple without changing its overall name.
Getting people to send one PM for orders on time is already a difficulty.
Exactly; now imagine asking them extra questions based on random and not-so-random events that go on during the update. Without a strict deadline things could get horribly drawn out, and people here are not good at adhering to strict deadlines.
(replace Orlanthi cultural framework for the framework of your basic Neolithic tribes or what have you, and ask questions about law, economy and so on instead of religious affiliation).
I know that you weren't saying that the Neolithic religions weren't important, but this gives me a chance to post a link about the archaeological discovery that "revolutionized how we view the rise of civilization"
The chicken or the egg? The shift to sedentary life and the rise of agriculture were a) very slow and gradual and b) concurrent. I suppose the rise of more advanced religion could be added to those two as well; this seems to be basically the logical continuation of the far earlier burial traditions, made necessary/possible by the larger than earlier populations, no? (And incidentally, that still might reaffirm the primacy of technological change in the end, along with some other beneficial factors; superior hunting equipment, among other things, went a long way towards allowing such population growth)
That said, yes, I did not mean that religion would not be there; certainly it would have to be developed by the players as well, though I should prefer it to be within the limitations of a more primal world-view.
The studies of Faronun philosophy at 'higher' levels would be broadly in the fields of epistemology and metaphysics, and significantly in natural philosophy.
Well, I imagine that there is a significant amount of rationalism in the aforementioned realms of study, but the typical Faronun mindset tends to be more introspective, and we've typically been focused more upon the ideal of art than the ideal of truth.
It's pretty much just a secular worldview- they're a collection of folk tales and explanations for natural phenomena- we don't make sacrafices or build temples (well, a few people might want to have little shrines to Haiao, but those would be more like parks than anything else).
The no temples bit is perfectly understandable, but seriously, no sacrifices?
"Secular worldview" really doesn't seem the right choice of phrase here. It seems more likely that in such a (implausible ) freehold-based society religion would be very much a private affair, centered in households, or perhaps along the lines of your families which I didn't quite get the hang of quite yet either.
Seshweay has philosophical traditions, but they are really closer to Chinese philosophical traditions than anything else. I've also spent some considerable time trying to define Seshweay religion in general - for which Seshweay philosophy is intertwined with - and I'm still struggling to get my head around the different levels I've gone and created. I'm guessing that confusion abounds in other quarters about Seshweay religion?
Pretty much; your Ancestors in particular seem disturbingly impersonal in their majority, and I am still not sure about the relation of Pao (?) and that other one to the rest of the Ancestors.
EDIT: And as I said, all we have for now is Iralliam theology, though we are refining it nicely at the moment. It's just that ethics are currently more popular than metaphysics in the relatively stable but morally undecided and culturally confused cities (they are increasingly detached from the familial structure and so just about all the traditional values, you see; hence also the popularity of Pure Iralliam there).
The no temples bit is perfectly understandable, but seriously, no sacrifices?
"Secular worldview" really doesn't seem the right choice of phrase here. It seems more likely that in such a (implausible ) freehold-based society religion would be very much a private affair, centered in households, or perhaps along the lines of your families which I didn't quite get the hang of quite yet either.
Yes, secular may not be the best word. Perhaps humanist would be a better term. Religion is very much a family and community affair (keeping in mind that in many smaller towns, family and community are close to synonymous), being a tradition of legends passed down from generation to generation. These myths exist to provide explanations for inexplicable worldly phenomena.
As for my family system, it's really quite straightforward. Groups of families are clustered into Faeoria- extended families. There are between several hundred and several thousand Faeoria in Faron, depending on the point at which you delineate between two related families. Sons are born into their Father's Faeoria, daughters into their mother's Faeoria. Typically, these marriages happen within one Faeoria, although the larger and more politically interested Faeoria frequently encourage marriages outside, in order to form and strengthen allegiances.
Each Faeoria sends a senior member to represent themselves at the Council, which 'advises' the King- and a notable issue is that the Monarch is required to ceremonially cut their ties to any individual Faeoria upon their ascension, as their Faeoria is supposed to be the entirety of Faron. Unfortunately, in recent years the Monarchy has come firmly under the control of the power Maeriouhau Faeoria of Dremai/Dema.
Legends are legends, ofcourse, but what about holidays (private and public) and rituals (life cycle and other - such as for instance the monarch's ascension ceremony)?
Essentially I think it needs a lot cut from it. Not because they are bad ideas, but because if it takes this long to explain, how many are going to get involved and understand, and also will you be capable of modding it?
I tried to do "better" and more like "rules" not like random nonsense before, well here's result:
3 RACES: Orc, Human and Elf.
ECONOMIC
SHORT: Land contains ~50 numbered areas(Provinces), Each province can contain max 3 settlements, small villages produce 1 EP, bigger 2, towns 3, Towns need villages supporting them(2 small or one big), Each province maintenance costs 1 EP.
---------------------------------------------
* Land of [INSERT NAME HERE] is shared into [30-60] provinces. Province size on map makes no difference, larger zones on map does not mean province is better than others, etc. Check province list for more detailed information about province.
[Province] - Numbered area on map, that you can conquer. A province can contain 3 settlements. **Province is considered "linked" (able to contact and create trade routes) with other provinces if they share common border. Please note that provinces cannot create trade routes or contact with others without researching Sailing, so if there is a body of water(river does not count) between two provinces, these provinces are not "linked".
**YOU CAN MAKE DIPLOMATIC DISCUSSION ONLY WITH KINGDOMS WHOM YOU HAVE DIRECT CONTACT WITH ! That means, your Kingdom borders have to meet(2 provinces have to share common border).
** Later in game, by signing Right of Passage pacts, you get to communicate with anyone who can communicate with your RoP partner.
[Settlement] - Areas where people live. One province can support maximum 3 settlements. Province does not have to have settlements.
**3 different sizes of settlements called: "Village", "Large Village" and a "Town".
In stories/descriptions/orders/personal thinking imagine:
[Village] -
Spoiler:
If you stand on a hill, you can see few houses here, few there, large fields and forest separating. People live far from each other, village center contains only few buildings(blacksmith, village elder(Governmental buildings), few living places (crafters and pottery makers etc.), perhaps granary etc.
-Two small villages can support one town.
-One small village and one Large village can support one town during famine
*Produces 1 EP (economic Point) per turn.
[Large Village]
Spoiler:
If you stand on a hill, you can see house-field-house-field (no more forest separating houses). Village center is more 'dense', more buildings there, general stores, smith, more governmental buildings (Courthouse, elder house, granary, perhaps barracks etc.). People living in village center craft things or work in forests, while outskirts of the village produce food, much more food than small village.
- One large village can support one town.
-Produces 2 Economic points per turn.
[Town]
Spoiler:
Most houses are placed "densely", you can see only few fields at outskirts of town, town itself contains mostly one floored buildings, there can be few 2 floored buildings. More shops are present, people do crafting or go far away from town to work on fields or forests.
- Town requires support from TWO small villages or one LARGE village.
- If town is supported by one small village or no villages, you have to invest 1 EP so this town would not "starve".
-Produces 3 Economic points per turn.
*During "Famine" period (random event), town requires:
1 small and 1 large village support or 1 extra upkeep.
*Town can only get support from same province, it does not matter if neighboring province has 3 villages, no food trading happens between provinces.
*Note [IRRIGATION] built in small village and/or large village, makes town to IGNORE famine period. (town can be supported by 2 small villages or 1 large village)
- Not investing EP into town, will result population drop in town (to large village)AND unhappiness rise in your empire. It can have other negative effects too. And some other Kingdom might get an offer of settlers, requesting to join their empire.
--------------------------------------------------- [GROWTH and Founding new settlements]
Empire can fund construction of new settlements, the cost for building new settlement is:
3 EP, if province has no settlements.
4 EP, if province has 1 settlement.
5 EP, if province has 2 settlements.
You can also build village as an "project", cost for project is following:
1 EP for 3 turns if province has no settlements.
2 EP for 2 turns If province has 1 settlement.
2 EP for 3 turns if province has 2 settlements.
You cannot "skip a payment" in project.
*If you refuse to pay for project, you have to start building new village from beginning.
*You EP payment per turn is fixed, you cannot pay less or more.
* Settlements can increase in size randomly. (Event)
* Player can "invest" EP to improve settlement (increase settlement size by one).
- Village to Large village costs 1 EP for 2 turns (You pay 1 EP on turn one and 1 EP on turn two) or 3 ep for one turn.
- Large village to Town costs 2 Ep for 2 turns OR 1 Ep for 3 turns.
*You can skip payment for a turn, but if you do, you have to start from begging.
Think of this as funding of constructing new buildings and propaganda to get settlers.
*New villages and villagers will not change racial demographic, unless you have preferred race, then they will increase population demographics of that race by 20%.
*You can only build one village at one time in same province.
*You can build a village and increase village size at the same time in same province.
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[ECONOMIC POINTS] Economic points are used as "currency".
Economic points can be traded, gifted, given away etc. They cannot be stolen from others.
Every turn, you receive EP from your settlements(towns/villages), from trade routes(more in [TRADE] section), from deals (more in DEALS section) as a gift (if anyone gives you any) etc.etc.
[PROVINCE MAINTENANCE]
Every turn(year) you receive economic points but your empire has to spend some money to keep it working:
*Every province that has 2 or more settlements in it, has to pay 1 EP for MAINTENANCE.
- Villages under construction do not count as an settlement.
This money goes to cover management expenses, village upkeep, road network (only basic, not "building"), anything else that you can think of...
**Building TWO (2) [Governmental Buildings] into same province removes upkeep for that province (that province will gather money and pay government workers itself, you will still receive same profits, just you don't have to pay EP for upkeep). **Not paying for upkeep, can results revolts and similar *bad* events. You can however, decide NOT to pay for upkeep, but better be ready for consequences.
** If province has any extra income (for whatever reason, it is written into notes in province list)
---------------------------------------------
[PROVINCE LIST]
Province list contains all NUMBERED provinces on map, if province is not numbered, then it is not in game. Learning new technologies *might* open new provinces to settle/capture.
Example province:
Province: 3. (Elvira)
Belongs to: -
Number of troops (known):
-
-
-
-
-
Number of settlements 2/0/0
Demographics: 70% Human, 10% Orc, 20% Elf
Religions: 10% Cult of Syrus, 30% Wargod(ORC), 40% Old Gods(HUMAN), 5% Spirits(ELF), 15% undecided/not religious.
Province Happiness:
Province condition: Healthy Upkeep cost: 1 EP
Province description:
NOTES:
Number - Number that you send me and that is marked on map, if you do something in THAT certain province, I can't be bothered to remember all of your province names. In updates provinces will be referred: Name(number).
Province Name - should be simple to understand what this means, it'll be used in stories and updates instead of number.
Belongs to: Shows who owns this province. Note that province can be OWNED by wild creatures or NPC's, if province is owned wild creatures(goblins for an example), you have to fight with goblins and destroy them, to claim this province. While province is owned by Wild creatures or NPCs(not NPC empires who behave like player empires), province can have town/villages in it, if someone manages to claim this province as its own, towns and villages belong to him/her. Wild creatures, do not USUALLY destroy settlements.
Number of troops (known): This is, how many troops (or creatures) are in this province, so if Player wishes to conquer this province, he'd know how much force he needs to send, this is not ACCURATE information FOR NPC-CREATURES, it can show 300 goblins, while in reality there might be 3000 goblins. For this MILITARY SCOUTING/RECON is created. For Other Empire, unless Empire has closed-borders, all units placed in province are known to others.
Number of settlements: 0/0/0 show how many and what type of settlements this province has: Village/Large Village/Town.
Demographics: Shows what % of certain population lives there, if your Empire contains mainly "Orcs" and to reduce unhappiness, you have chosen "Orcs" as your empire preffered ethnic group this province would gladly accept your empire. If you "capture" sector thats demographics has different race as top race, be sure to face serious unhappiness in that sector. Details about "unhapiness" are in [UNHAPPINESS and POLITICS] section.
Religion(s): What religions are present in certain province. Having other religions than your empire main religion, has some negative effects. More about religions in [RELIGIONS] paragraph.
Province Happiness: Show happiness after races and religions(and/or some other factors) are taken into account.
Province condition: Here is in what condition province is, province where war rages, can have production penalties (-EP per turn or unhappiness) and if any plagues or famines is spreading this is marked here too. Also province captured by Orc units might have to cost some EP to be "repaired", after all Orcs are known for their looting skills.
Upkeep cost: Usually this is 1, but in some cases like: "famine" or "plagues" or if you got 2 towns and one large village, it can be more...
Province description: Short description about province and how this province looks(is it a desert, jungle, half mountainous/rest covered with thick woods.). North is UP, South Is DOWN on the map etc...
-If you write orders about desert warfare in mostly forest covered province then your general is incompetent and foolish and could not think any strategies about that province, so he improvises and that brings Maaaaaaaaaaaany casualties. OR he simply failed to provide any orders and that army stays home.
Notes: If anything else is worth to mark down...
------------------------------------------------------------------------------------------------------------ [PEACE, TRADE and EDUCATION]
SHORT: 3 "stances" exists between kingdoms, War, Peace and Neutral. You can trade out extra resources you have to gain extra EP, 1 for buyer 2 for "seller". Resources give bonuses (+happiness, cheaper military etc.)
---------------------------------
Once you make your first contact with other kingdoms or NPC creatures (check [NPCs, event, etc.[SECTION NOT DONE]] for more info), your kingdoms can have 3 relations (at the begging of game) these are:
Neutral - This is what your start with, when you meet someone, you have to go through Diplomatic offer of "peace" to receive benifits.
*Being Neutral to other kingdom, gives no happiness nor unhappiness.
**If your troop and other kingdom neutral troops meet in one province, both kingdoms grab "half" of the province. (in case they don't get beaten by province original owner and in case orders don't say attack anyone who tries also conquer this province), After that it goes down to good'ol diplo or just brute force, who gets to keep this province.
**Using MILITARY against NEUTRAL kingdom, declares war. Using other things (RECON etc.) does not automatically do this(other kingdom can declare on you tho).
Peace - No militaristic actions maybe done against other kingdom. RECON IS ALLOWED
*Your peoples and traders will have right-of-passage rights to other kingdom. Your MILITARY however does not (unless other kingdom signs Right-of-Passage with your kingdom. Read: [PACTS, TREATIES] for more)
*Peace allows [RIGHT OF PASSAGE] pact.
*Peace with other Kingdom allows [TRADE PACTS] and construction of [TRADE ROUTES].
*Peace allows to form [Military Alliance], [Non-attack-pacts] and [Mutal protection] pacts.
*Breaking Peace-treaty will result loss of happiness( -2 ) during the war.
War War is relation wherein two other kingdoms are fighting against each other.
*War usually results in capturing or destruction of other kingdom provinces and is resloved by military conflicts.
*If War is declared no Peace can be made before at least 2 full turns of war. (no sneak attack then peace).
Spoiler example :
Turn 1: Illorian Empire declares war on Kal'Thzal tribe and captures province 15.
Turn 2: Kal' Thzal recaptures Province 15.
Turn 3: Peace can be made.
Turn 4: Peace goes into effect.
*If war was declared on kingdom, whom declaring side had PEACE pact before, War results -1 HAPPINESS per turn, until PEACE is made or until stances go NEUTRAL.
*If war was declared by kingdom whom you had peace before, your kingdom will gain +1 Happiness every turn, during the war (think of it as war happiness in Civilization 3).
*If war was declared by NEUTRAL kingdom, there will be no happiness boost.
*Kingdom that has been declared on can has chance to receive free Peasant milita from random provinces.
*WAR status is reverted to NEUTRAL status if no militaristic conflicts are done during 2 turns(T1 is when last military action was made and 2 turns after that, on 3th turn, Neutral status is declared.)
PEACE can be made if for ONE TURN neither of side has made military actions towards other. ***Example:
TURN 1: Kingdom of Illorian captures Province #4 from Kal'Thzal Tribe.
TURN 2, neither of players do any military actions.
TURN 2: Illorian offers peace for 4 EP Kal'Thzal tribe accepts.
TURN 3: Peace is declared.
[RESOURCES]
*EVERY province can have MAXIMUM 3 resources. Don't expect resources being in every province tho.
*EVERY province can have only ONE source of ONE resource. You can't have 2 Iron resource(an example) in one province.
*Kingdom can have multiple resources of one type.
Having more than one resource does not give 2x benifits, 3 iron sources function same as 1.
*RESOURCES have to be CONNECTED TO THE TRADE NETWORK, simply having them in your kingdom/province(s) does not connect them. See [BUILDINGS] section.
*If province is captured by use of military, usually resources are disconnected and need to be reconnected (this is cheaper than connecting unconnected resource).
*You cannot trade out your only source of resource. If you have one iron, you cannot trade it out.
-If you lose control of province that contained Iron or lose iron source and you had 2 iron source and you are trading one out, then trade route is canceled
*You cannot connect resource before you have proper technology for this.
*Resources can disappear and appear randomly.
*You can self invent one resource, PM details, if I agree with this resource, it might appear in any province, note WRITING STORY rise chance of resource appearing and/or more than one sources of resource appearing.
*Only CONNECTED resources give bonuses.
SpoilerList of known resources :
Iron
Requires: Iron working
Gives: +1 military equipment quality (Example rise it from "Average" to "Above average")
Gold
Requires: Currency
Gives: +2 EP, Free maintaince of that province.
Silk
Requires: Trade
Gives: +1 Gold if traded out. (instead of receiving 1 EP for buyer and 2EP for seller, its 3 EP for seller and 2 EP for buyer.)
+1 happiness in province resource is located in.
[TRADE ROUTES] *Trade routes can only be made if:
1) Your Empire has knowledge of Currency.
2) Other empire has knowledge of Currency.
3) There is one extra resource connected to the trade network.
4) Both kingdoms are at peace.
5) Both Kingdoms Have OPEN BORDERS.
6) Both Kingdoms agree on creating a trade route.
7) Both kingdoms share at least 1 province with common border.
*Trade routes will take 1 turn to be "installed" and
IT COSTS 1 EP FROM BOTH SIDES to create a trade route.
Example:
T1: Kal'Thzal Tribe and Illorian Empire agree on trading Furs from Kal'Thzal tribe to Illorian empire.
T2: Trade route is being created.(1 EP from both players will be invested for silk) (NO BONUSES WILL BE GIVEN!)
T3: Trade route starts functioning. Bonuses will be given.
If one side "forgets" to put one EP into trade route, other player has to PAY AGAIN creating trade route starts from turn 1
If you trade furs for iron, you are creating 2 trade routes and 2 EP's have to be invested.
This is to prevent switching trade routes around too much.
*Trade route cannot go through other player kingdom.
*Both traders have to have Common border to have a trade route.
*Trade routes are canceled if player loses control of extra resource, if players lose connection with other palyer and if one player declares on player whom he is trading with.
*Trade routes: SELLER(the one who trades extra resource away) will recive 2 EP
BUYER will receive 1EP per turn For every turn trade route is functioning.
TRADE ROUTES WILL NOT BE CREATED IF ONE PLAYER HAS "CLOSED BORDERS" (read more in [PACTS and TREATIES]
*Trade routes CAN result Religion spreading from one kingdom to another.
*For 1 EP invested into EDUCATION your empire will receive 1 SCIENCE point.
*You empire can research MAXIMUM 2 technologies at one time.
*You do not have to invest EP every turn, it is OK to invest like this:
T1: 1 EP.
T2: 4 EP.
T3: 0 EP.
T4: 0 EP.
T5: 1 EP.
YOU CANNOT TRADE TECHNOLOGIES BEFORE RESEARCHING [!!!!!!!ENTER TECH HERE!!!!!!(trade?)]
* Building 3 SCHOOLS in ONE province will result production of 5 [Science points] science points per turn.
* Keeping 3 schools working in ONE province is 1 EPs.
* Having 3 schools in one province produces 1 happiness, in that province.
If Technology adds bonus, it adds it TURN after it was researched:
T1: Player invest 1 EP into [Currency +1 EP per turn, allows TRADE ROUTES] and completes it.
T2: Research of Currency is done, Player can start researching new project.
T3: Currency effect (can make TRADE ROUTES and +2 EP/per turn comes into effect)
Irrigation:
Allows one large village to support 1 town no matter what the food conditions are.
Cost to build: 2 EP
Governmental buildings
Increase happiness, 2 of them in one province remove that province maintenance cost.
Cost to build: 2 EP for one
Schools:
1 school produces 1 science point,
3 schools in one province produce one science point and cost 1 EP/turn to maintenance. If you do not pay 1 EP/turn you will receive 3 points.
Cost to build: 2 EP for one.
Mines/Farms/etc
Allow: connecting resource to trade network.
Cost to build: 4 EP
Road network
2 of these in a province give:
2 of these Cost 1 EP to maintain(one costs nothing)
+2 EP IF international trade (trade route between 2 kingdoms) is going on.
Cost build: 2 EP for one
Barracks: rises number of draftees (from that province) by 25% (if orc is preferred race, and drafting orcs then 50%)
Cost to build: 3 EP
To be added.
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[PACTS, DEALS, POLITICAL NONSENSE] Short: Explaining pacts and deals players can do with other kingdoms.
[PACTS]
PEACE:
*You may not do military actions against player whom you are with peace.
*If you attack, WAR is declared and -2 happiness is added for every turn you are in war.
*War last at least 3 turns. Starting from turn it was declared, Peace can be declared on fourth turn:
Turn 1: War is declared, one player captures province.
Turn 2: No military actions are made
Turn 3: Offer of peace is made and accepted.
Turn 4: Peace comes into effect.
RIGHT OF PASSAGE
Needs: PEACE
Allows player to move military through kingdom it has Right of passage with.
Right of passage can be ONE sided only, eg I can move my military through your territory, but you can't through mine.
Allows player to contact anyone who has contact with the kingdom that RoP was signed with.
*Attacking while you have ROP pact, will result -4(instead of normal -2) happiness per turn to one who broke it and +4 happiness (instead of normal +2) to one who got back stabbed.
MUTAL PROTECTION:
Needs: PEACE
*Both Kingdoms agree to war with each other enemies, how long pact lasts, is determined by players.
*Peace can be made only if the one who declared OR was declared on, agrees with this.
*Peace has to be agreed By EVERYONE who are in war because of the Mutal-Protection pact, If your ally refuses to agree with peace, you CANNOT make peace. (THINK EVIL!!!)
*NEUTRAL RELATIONS DO NOT "KICK IN", if war was declared thanks to mutal-protection pact, you WILL be in war getting penalties etc., despite of having no common border etc.
*If mutal protection pact "ages" peace can be made like in standard war.
TRADE AGREEMENT:
NEEDS: Peace
*Allows creating TRADE ROUTES.
-Religions might spread from one kingdom to another.
[DEALS]
PEACE DEAL
REQUIRES: WAR or NEUTRALITY
PEACE DEAL functions as PEACE.
Difference with peace is that one side has to give, gift or offer something to other player.
*What "payment" one faction has to do and for how long, is up to players decide.*
LOAN
*Kingdom X loans EP to kingdom Y. How much EP or WHAT other player gets back, is up to player to decide.
MERCS:
*One Kingdom can "loan" their soldiers or general to other kingdom for a fee for certain amount of time. These soldiers and generals lose their nationality(not race) while they are serving for other kingdom. They will NOT go against their own kingdom. Upto players what, how much and how long. Player does not have to replenish lost mercs.
NOTE NPC'S might offer MERCS as an Event.
[POLITICAL NONSENSE]
OPEN BORDERS
You start with this, and most NPC nations and uncontrolled areas are using this.
ALLOWS: CREATING TRADE ROUTES and ROP.
ALLOWS: Shows Military that your nation has in certain sector.
CLOSED BORDERS:
*Increase unhappiness in every province by 1.
*Hides your military "info" from others.
*Hides your per-turn income from others.
*Hardens others to scout your province(s).
*Lowers to nullifies chance of religions spreading into your province and OUT from your provinces.
Disallows: RoP, TRADE ROUTES.
*It takes 3 turns to switch from Open borders to closed borders. EXAMPLE:
T1: Illorian kingdom decides to close their border and informs me.
T2. Closing takes place, this is noted in update, Borders are still open for anyone who wishes to scout etc. etc.
T3: Borders are closed, Trade routes are CANCELED, Military info is HIDDEN any units INSIDE borders are either Killed(Does not declare war) or removed(move to random province that borders this kingdom) on random.
[UNHAPPINESS and POLITICS]
HAPPINESS:
SHORT: Happiness Ranges from -5 to +5 religions, demographic % and drafting influances.
Maximum happiness rate is +5
Maximum unhappiness rate is -5
-5 - very unhappy
-4 - unhappy
-3 - quite unhappy
-2 - Little unhappy
-1 - little bit unhappiness
0 - is Neutral
+1 - kinda happy
+2 - means OK
+3 - more happy
+4 - very happy
+5 - Means Xtreme happy
Effected by: Religions %, Demographics, their preference(if any) and Draft, Random events and if war or anything else is going on in the province.
[PREFERRED RACE] SHORT: If your empire Prefers one race, empire gets some "bonuses"
HUMAN
POSITVE: Science cost are lowered by 20%
PENALTY: If no religion is Preferred, -1 unhappiness for every 20% humans province has.
ORC:
POSITIVE: Gain 25% more drafted units.(if you draft 1000 medium infantry you gain 1250 instead.) units have to have ORC nationality (drafting 1000 elves, gives 1000 elves).
NEGATIVE: Science cost is increased by 20%
ELF:
POSITIVE: No damage caused when taking over province, making province fully functional on turn it is captured.
NEGATIVE: Provinces might demand 1 more upkeep (event).
[RELIGIONS]
Every race has its own religion, you as a player can start your own religion, all your provinces will start, or gain 30%-40% people who believe into your religion...
- Your religion can be race only
- Only provinces you own during declaring new religion will gain supporters of that religion.
- Your religion functions like standard religion, it can spread to other kingdoms and provinces.
*You can spread your religion in every province separately, investing 1 EP per settlement that is in province that will give you 10%-20% religion increase.
*You can spread your religion by paying fixed sum from 1-5 EP every turn. Cost is: [Your settlements]*0,7(round up). This will increase your religion by 20%-40% EVERY province you control, but you have to invest fixed sum every turn, you cannot invest 5 EP now and 1 EP next turn.
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