Prestige Interactive AAR - Germany (Test Game)

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Nov 22, 2010
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Here’s the deal, I’m planning on starting a new CotE type interactive AAR, however it’s a teensy bit more complicated and I want to test it out before going for a full game. As such what I’ll be running here is a test game on a smaller map set to quick speed playing as Germany. The opening screenshot will be posted sometime in the next two weeks along with the starting citizen

This is open to all (of course) but people who have played in Children of the Emperor are preferred due to familiarity with the base rules. Click here for the CotE rules, I’ll only be posting the modifications here for brevity. Anyway, on with the rules.

Prestige: The Rules

Birth
The equation used to determine a characters odds of being born is as follows (Turns Waiting)/(Total House Turns*Character Number). For a specific character the odds of their being born are equal to their result divided by the totalled results of all waiting characters. This will have the effect of bringing new players into the game quicker and evening up each House’s active time.

Death
Odds of death are calculated using the following equation (Age-Modifiers)/(500*Era).
Modifiers are:
Food (excess food, if city is starving this is a negative modifier)
Happiness (happiness – (3+population), in this case happiness includes that from buildings, social policies effecting the city and unique improved resources within the city borders)

Influence
Same areas as CotE plus national influence which is calculated like local influence but across all active characters.
In addition characters may increase their influence in one of the cultural, scientific economic and military categories by reducing influence in another. In game terms a you may add on effective year to your characters age when calculating influence for a specific category at the expense of subtracting an effective year in a different category. A character’s modifier for any single influence type can go no higher than +10 and no lower than -10 and combined positive and negative modifiers across all influence types must cancel out to 0. When created a character can have no more than four modifier pairs, however at every regular council session (where the turn number is a multiple of ten) any characters not in play may be given an extra modifier pair.

Imperial Favour
This is accumulated in a number of ways including game actions and RP participation (a list will not be supplied, I will be the sole arbiter of whether or not a specific action gains Favour, and I reserve the right to be inconsistent, I will however strive to be unbiased). Imperial Favour can be traded between players in exchange for voting a certain way. In addition it can be used to bump up your influence in a single vote. Every point of Favour spent this way gives you an extra point of influence for a specific vote (this does mean voting totals can go above 100% if Favour is used).
In addition you can spend Imperial Favour to get a city named after your house! The restrictions are that it can’t be the capital, it cannot have been named after another house and no house can have multiple cities named for it. The cost is: (10*population)+(50*Great Wonders)+(25*National Wonders)+(25*Luxuries)+(10*Strategic Resources).
Imperial Favour is private and will not be shared in open thread. To keep things (relatively) simple you will be notified of your Favour level before the voting session starts if it has changed since the previous session. Spending of Favour must be done in Private Message, if spent in open thread you lose the Favour but do not get the benefit (this includes transferring for a vote, all parties must be included in the message and transfer will only occur if the recipient votes as promised).

Prestige
Prestige is the games ‘score’. Like Imperial Favour various actions gain prestige, these include winning battles, completing wonders and being on the winning side in a coup. On the other hand there is Shame, this is negative Prestige and is accrued by losing battles, being beaten to wonders and being on the losing side of a coup. Shame does not remove Prestige but instead cancels it out when calculating final totals. Prestige can be converted into Imperial Favour at a rate of 1:1.
Both Prestige and Shame have Cultural, Scientific, Economic and Military types in addition to generic. When converting to Imperial Favour generic prestige will be used first, once that is gone you can specify which type to use. No longer in the game.
Prestige, like Imperial Favour, can be used to bribe other players into acting in way that benefits you. Unlike Imperial Favour you bribe other with potential prestige from your award for the action e.g. if you call for a coup can you can offer the player who is general of the most powerful army half of the success prestige if they support you. To confirm this a PM must be sent to me with the beneficiary copied in.

Victory
Clans are out. At the end of the game, regardless of whether we win or lose, the most and least prestigious houses will be announced. There will be ten awards, Most Prestigious House for every type of Prestige and an overall Most Prestigious House, plus the same awards for Most Influential House (these are the same awards averaged over the number of character turns active).

Government
Unlike CotE and Realpolitik democracy is not absolute. There will be a number of different government styles that affect how things are decided. There are both local government styles, which only affect a city’s production and laws, and national government that affects nationwide decisions and laws.
Governments have a three attributes: Leader, Appointment Method and Decision Implementation Method.

Leader:
Mayor – An individual character proposes resolutions (local)
Regent – An individual character proposes resolutions (national)
Parliament {X} – A group of X characters may propose resolutions, parliaments always have the ‘Parliament’ DIM
Centralised – The national government proposes resolutions for the City, centralised governments have no Appointment method (local only)
None – Any citizen can propose a resolution, governments with no leader have no Appointment method and always have the ‘Referendum’ RIM

Appointment Method:
Appointment – The position is for life and when the leader dies they must appoint their successor
Popular Election (Y)[Z] – The position is elected, using National Influence(national only)
Electoral College (Y)[Z] – The position is elected, each city gets votes equal to its’ population , all cities automatically propose a resolution on how to distribute those votes (national only)
Local Election (Y)[Z] – The position is elected in a local referendum
None – The government has no appointed leader (Centralised and None leader options only)

Resolution Implementation Method:
Fiat – The leader decides on the outcome of the resolution, they may put a resolution to a referendum but if they do so they are bound by the result
Referendum – All resolutions are voted on by the populace using the relevant influence
Parliament – All resolutions are voted on by the members of parliament (Parliament leader option only)

Notes:
Elections have the code ‘(Y)[Z]’. This indicates the term length and term limit. The term length is in regular brackets (Y) and the term limit is in square brackets [Z]. A character may not be elected more times than the term limit, if there is no term limit indicated then a character may be elected as many times as they can manage. The term length is the number of turnsets between elections, if there is no term length then the appointment is for life.
If a character wishes to stand for election they must announce their candidacy during the first part of the council. In addition they must announce a designated successor should they die during their term. On the death of the leader or successor a new successor must be appointed at the next council. If both leader AND successor die during the same turnset the Emperor will appoint a new leader if there is a possibility of a full council before the next election unless a law has been passed to deal with the situation another way.
It is possible to change government styles. If the leader is appointed and decisions are implemented by fiat then government can be changed at a whim. All other government styles require a referendum to change. In the event of a successful coup the coup leader may decide upon a new form of government.

Cabinet:
If a leader so wishes they may appoint other characters to their cabinet. A cabinet member is given the authority to propose resolutions relating to a certain subject as permitted by the leader.

Resolutions
A resolution is any action called by an authorised character. This includes game actions and law changes. For referenda and elections the following influences are used for the indicated votes.
Local:
Local Law Changes
Build Orders
Worker Orders
Militia Orders
Local Elections

National:
Popular Elections
National Law Changes
Declarations of Friendship
Denouncements
Trades covering multiple influence spheres

Scientific:
Research Choices
Research Agreements

Cultural:
Social Policy Choices
Open Border Agreements

Economic:
Gold Expenditure
Trades with gold and resources only

Military:
Army/navy orders
War declarations
Peace negotiations

Military
All military units and Great Generals must belong to a military branch.
The local defence forces for a city must remain within their city’s borders at all times, they are commanded by the city’s leader or an appointed general.
The National Defence Force must remain within the national borders at all times, they are commanded by the national leader or an appointed general.
The Armies are each commanded by a general appointed by a national resolution. There is no limit to the number of armies the nation may have. A resolution is required to allow an army to attack an enemy civilisation or city state but specific orders can only be given by the general. The general may order their army however they wish within the confines of the law.
The Fleets are each commanded by an admiral appointed by national resolution. They are subject to the same rules as Armies.
The Air Force is commanded by the Air Marshal who is appointed by national resolution. The Air Force may attack any civilisation or city state the nation is at war with.

A military force only exists so long as there is at least one unit in it. A character may only hold one General, Admiral or Air Marshal-ship (including local/national defence force, a mayor/regent will have to appoint a general for the defence force before they can take on another military force). A character appointed general of a local defence force or the national defence force may order them by fiat so long as they remain within the borders they are permitted.

Military coups:
Any character may call for a military coup in the thread. You cannot call for a military coup in a private message. A coup may be called against the national or local government (a character in a centralised city may only call a coup against the national government).
If a local coup is called any citizen in the city may declare themselves for or against the government (this may be done in private). The military influence of all characters in the city is used to calculate the odds of the various units in the city’s garrison joining the coup (influence of those against the government), supporting the government (influence of those for the government, a garrisoned unit will always the government) or remaining neutral (influence of those who made no declaration of support). If a General or Air Marshall is based in the city the forces under them are added to the side they support (Admirals may not participate in local coups). Then the total strength of all units is totalled, some randomisation is thrown into the mix and a winner determined. If the coup is successful the citizen who called for the coup becomes leader and the previous leader is executed. The new leader may change the government type. If the coup fails the citizen who called for the coup is executed.
In a national coup the same process is followed with all local forces splitting based on the choices of their local citizenry, the national defence force splitting based on the choices of the entire population and Admirals able to participate if at least one city can only be accessed by sea without going through another civilisations territory. In cities with mayors a garrisoned unit will always side with the mayors choice.

Assassinations
Any mayor, regent, General, Admiral or Air Marshall may be targeted for assassination. A mayor gets protection from his city’s garrison and if assassin and target are in different cities the target also gets his cities defence added.
If assassin and target are in the same city then the assassin’s chances of success are: Assassin’s Local Influence/(Assassin’s Local Influence + Target’s Local Influence {+ Garrison Strength})
If assassin and target are in different cities the assassins chances of success are (Assassins National Influence/(Assassin’s National Influence + Target’s National Influence + Defence of Target’s City {+ Garrison Strength of Target’s City})

Other Stuff
Anything not mentioned here will be done as in CotE. When I introduce the full game I will collate the rules into a single document. If something doesn't make sense ask for clarification and I'll post a clarification in thread and update this post.
I also ask that any PMs to me about the game begin the title with 'PRE:', just so I can better keep track of them.
Turnsets will be 10 turns unless an emergency session is called but councils will always occur on multiples of ten. Game updates will be done at weekends and councils will be split on Wednesdays at 1pm my local time (currently British Summer Time [GMT+1])
 
Prestige and Shame lists
This is the (incomplete) list of actions that garner Prestige and Shame. I will be looking for input on values and if any actions should be added/removed.

Prestige:
  • Leading the winning side of a military coup
  • Surviving an assassination attempt
  • Capturing a city
  • Recapturing a city founded by us
  • Recapturing a city named for your house (also erases the shame from losing it in the first place
  • Population of a city named for your house (calculated at end of game)
  • Great Wonders in a city named for your house (calculated at end of game)
  • National Wonders in a city named for your house (calculated at end of game)
  • Unique Luxury resources within the borders of a city named for your house (calculated at end of game)
  • Strategic resources within the borders of a city named for your house (calculated at end of game)
  • Proposing a resolution to build a Great Wonder that is subsequently built
  • Proposing a resolution to build a National Wonder that is subsequently built
  • Settling a new city

Shame:
  • Leading the losing side of a military coup
  • Failing in an assassination attempt
  • Being garrison commander of a city that falls into enemy hands
  • City named for your house falls into enemy hands (equal to prestige that city would have earned if game ended immediately before city was captured)
  • Proposing a resolution for a Great Wonder that we are subsequently beaten to
 
The Laws
The rules in the first post are unchangeable (except by me of course). The laws however are decided upon by the players. Laws can be set on the local and national level. Local laws only affect the city that set them and can only have a local scope, national law applies to all cities and can have a national or local scope. In the event of a local law clashing with a national law the city local law applies but the city is considered in defiance of national law. The consequences of being in defiance should be specified in national law.
Laws are made by passing resolutions, I will post them here as they are passed. When it comes to applying them I shall be the sole arbiter. I also reserve the right to veto a law or strike it down if I feel it is impeding gameplay or is overly restrictive on individual players (a little restrictive is fine but I decide where the line is).

RESOLUTION I

REGARDING THE POWERS OF THE REGENT

1a: Judicial and Legislative Powers of the Regent

Article 1: The Regent has the power to dismiss a local ruler from office if he determines that the local ruler’s actions are gravely inept, or exceedingly contradictory to the national interests of the empire. Upon dismissal the local succession laws shall take effect to replace the dismissed local ruler. The displaced ruler has the right of appeal to the Emperor who can reverse the regents decision.

Article 2: The Regent has the right to veto a member of his national cabinet’s resolution and prevent their resolution propositions from going ahead.

Article 3: The Regent has the right to dismiss a member of his national cabinet at will.

Article 4: With the approval of the Emperor the Regent has the right to execute any citizen of the empire who is found conclusively to have conspired in subversive acts against the national government. Any citizen who reveals a conspirer whose actions are with imperial agreement deemed subversive and who is thus executed has the automatic right to a cabinet position. Any appointed successors of the conspirer lose the right to succession with the vacant position filled via appointment by the regent

-

1b: Local Administrative Powers of the Regent

Article 1: The Regent is ex officio mayor of the Capital as the seat of national government and he alone has sole authority in matters relating to the local affairs of the capital irrespective of and distinct from the national system of governance.

Article 2: The Regent alone has the authority to release the capital from his direct authority as ex officio mayor of the capital. Should such a decision be made the Capital must engage in a local referendum to choose an alternative system of local government and a new local leader.

Article 3: The Regent holds the right to appoint an Administrator as his representative in the Capital. An Administrator has all the powers of a mayor except that all his actions are subject to the regent’s veto.

---

RESOLUTION II

JUDICIAL STATUS OF THE REGENT

Article 1: The regent is immune to prosecution during his tenure as regent for any action.

Article 2: A Regent may only be legally removed from office by the Emperor, this being done upon the request of at least three quarters of the citizenry and with the unanimous support of the autonomous mayors of the empire. He remains active in the affairs of the empire in capacity other than regent

---

RESOLUTION III

NATIONAL EMERGENCY LAW

Article 1: With the Approval of 2/3 of the citizens of the empire in a referendum the Regent can take authority as dictator with total personal authority in all matters of governance local and national and also in matters of military command during a time of national emergency. The Regents term as dictator is revoked automatically with authority reverting to the previous administrative structure once the stated national emergency has ended. A state of emergency is deemed to have ended by proclamation of the Regent or the Emperor. In addition an autonomous mayor appointed military officer may call for a referendum on ending emergency law that the Regent must propose and requires a 2/3 majority to be implemented

---

RESOLUTION IV

ADMINISTRATIVE PROTOCOL

4a: Local Governance

Regarding Autonomous Cities

Article 1: The citizens of an autonomous city (ie: not a city under centralised government) in the situation of a leader in discord with the will of a plurality of citizens have the right to call a referendum irrespective of local governance laws to place the city under national administration with a two thirds majority approval required for the measure to succeed.

Article 2: An autonomous city that has voluntarily placed itself under national administration has the right to re-establish autonomous local governance in a referendum reverting to the previous system. A simple majority is required.

-

4b: National Governance

Legislation regarding declarations of war

Article 1: A vote to declare war irrespective of system of national governance must go to a referendum.

-

Notes

: National administration is effectively Centralised government except that the citizens of an autonomous city which has placed itself under national administration have the right to revert to autonomous rule via a referendum.
 
Character Creation Example
This example will use a primary character, secondary characters are created the same way but are the same house as the primary.

Step 1 - Character name:
My character will be called filli_noctus

Step 2 - House:
He shall be the head of the eponymous House of filli_noctus

Step 3 - Influence Modifiers:
He shall be using the maximum available modifiers (4 changes). He is primarily focussed on science (+3) with a secondary focus on economic factors (+1) and is equally inept in cultural and military influence (-2 each).
His character sheet looks like this:
Spoiler character sheet :

Name: filli_noctus
House of filli_noctus
Cultural Influence: -2
Economic Influence: +1
Military Influence: -2
Scientific Influence: +3


When submitting a new character please put details into the character sheet

Name:
House of
Cultural Influence:
Economic Influence:
Military Influence:
Scientific Influence:
 
Wow, ok i'll give this a shot, i'll need to read the rules a few more times though :p

Name: ShadowNX
House of Shadows
Cultural Influence: +2
Economic Influence: -2
Military Influence: +2
Scientific Influence: -2
 
Well this seems interesting. I suppose I will take the plunge to help you test this particular set up out.

-

Name: Jehoshua
House of: Jehoshua

Cultural Influence: +2
Economic Influence: -1
Military Influence: -2
Scientific Influence: +1

-

THE FOUNDING OF HOUSE JEHOSHUA

The House of Jehoshua is one of the most ancient amongst the great German nation. Much of its history has been lost to the ages, as the mists of memory cloud cover the passage of time. But the ancient legends tell that the house is descendant from the ancient mortal herald of the great god Wodan, he who sacrificed his eye for the runes of knowledge, father of all the german peoples, master of the two ravens. This herald was named Jehoshua and it is he who brought the first civilisation to Germany and who's name blessed that of our house.

Furthermore brethren, it is said that throughout the passage of time he becomes incarnate amongst his descendants who form the House of Jehoshua to lead them forth on their duty, and to guide Germany on the Path of Wodan, the sacred mysteries passed down through his house and known only to the elect, to further the cause of civilisation so that Germany may find peace under the vigil of the gods.

From this ancient line the House of Jehoshua shall rise to guide and rule Germany until the final battle and rebirth of man remakes the world anew. However there will be many challenges, for the younger houses rise up on their own voyages, seeking to guide Germany on their own inferior paths. Yet devoid of the guidance of Wodan, the one-eyed god of wisdom they shall surely fail and our house shall upon the advent of our first cities to victory in knowledge and wisdom, we shall pass under the guidance of Wodan from our wanderings into a people of greatness. We,, the German nation, under the House of Jehoshua shall become a civilisation that will stand the test of time!

~Saga of Wodan
 
Wow. This seems complicated. I'll give it a shot though.


Name:Scorpio
House of: Knighthood

Cultural Influence: -2
Economic Influence: +2
Military Influence: +2
Scientific Influence: -2

The House of Knighthood will be the most prestigious ever!!!:rolleyes:
-------------------------------------------------------------------------------
Join the Kagaku clan in Children of the Emperor, CiV
Join the MOR party in Realpolitk 2 Dark Storm rising.
Join Prestige Interactive AAR
 
OK I'll have a go, not sure I understand it all yet but sure it will become clear as the game goes on (probably by which time I'll get assassinated a couple of times!)

Name: DefoesRightBoot
House of YidArmy
Cultural Influence: -4
Economic Influence: +1
Military Influence: +1
Scientific Influence: +2
 
I know the rules aren't as clear as they could be. I'll summarise the up-front concepts.
Player:
You, you control a House

House:
Your in game presence, all of your characters are in your house, every player has their own house, you can not share with another player

Character:
The instruments of your will, they possess the influence you need to achieve victory for your house

Influence:
Comes in six flavours: national, local, cultural, economic, scientific and military. Each character has their own particular talents represented by modifiers to cultural, economic, scientific and military influence. Influence is used to vote on resolutions.

Resolutions:
These are proposed by an authorised character. They are used to steer the nations actions in the Civ game and the laws that apply in the Prestige game.

Government:
There are two types of government, local and national, applying to cities and the nation respectively. In practice they dictate which characters can propose resolutions, how those characters are chosen and what is done to enact proposed resolutions.

The Laws:
Not to be confused with the rules of the game. The Laws are passed as resolutions, and can cover more or less any subject. They can be local or national in scope depending on who proposed them. They may, however, be vetoed by the Emperor.

The Emperor:
Me, filli_noctus von Bismark. I will play the CIv game, arbitrate the rules and the Laws, veto Laws which I feel will negatively affect the game (negatively affecting the players however... :satan:), keep the players informed of developments, call councils and generally prevent the inmates taking over the asylum. I also dispense Imperial Favour.

Imperial Favour:
This is dispensed by the Emperor for meritorious actions. It will mostly be given for participating in the role-play side of the game and getting involved in side projects that tend to grow out of this type of game. Some may be given for actions you order in the civ game but this will be rare. Imperial Favour can be used as currency between players and spent for various benefits. EVERYTHING to do with Imperial Favour will be carried out in private message.

Prestige and Shame:
These are used to determine the winner of the game. They accrued by actions in the Civ game and although Prestige can be split between players by agreement before it is earned it cannot be transferred after the fact. It can however be transformed into Imperial Favour. Shame is earned like prestige but for humiliating failures. Shame cannot be split between players or changed into another form. I'm removing the specific forms of Prestige and Shame and making it all generic to make things simpler. The specific type may be added back for the full game.

Military Coup:
An armed uprising against the government (local or national). Defence forces split based on the views of the population and the organised military forces follow their commander. Then some randomisation is done and a winner determined.

Military:
Must be part of an organised military force to leave the national borders otherwise they are a defence force and under the control of the national or local government. Military forces have a commander who can direct them at will (governed by the laws, of course). I'm removing the need for a resolution to attack another Civ or a city-state.

Assassination:
An attempt on someone who has been appointed to a position. Assassin and target do not have to be in the same city.

Victory:
You will be declared the winner if your house has the most overall Prestige once Shame has been subtracted at the end of the game. In addition there is an award for the House which has the highest Prestige in comparison to the number of turns all their characters have been active.
 
I'll try to help you test it too. I might be a little busy with my game and Children of the emperor, but I can manage.

Name: Civleader
House of Civleader
Cultural Influence: -2
Economic Influence: +2
Military Influence: +2
Scientific Influence: -2

EDIT: funny, we created similar ways to win without knowing
 
I'll try to help you test it too. I might be a little busy with my game and Children of the emperor, but I can manage.

Name: Civleader
House of Civleader
Cultural Influence: -2
Economic Influence: +2
Military Influence: +3
Scientific Influence: -3

EDIT: funny, we created similar ways to win without knowing

Weird and I was also considering doing hotseat (in conjunction with Livetuner though). Anyway you have one to many influence modifiers for a starting character.
 
Weird and I was also considering doing hotseat (in conjunction with Livetuner though). Anyway you have one to many influence modifiers for a starting character.

I edited the post and corrected it, hopefully. I am not sure what was wrong, but I think it was that it was over 4...
 
Name: Double Stack
House of Stack
Cultural Influence: -3
Economic Influence: +2
Military Influence: +0
Scientific Influence: +1

Hopefully this looks good. Would be nice if the character creation defines the "starting stats" and how many points can you spend on it, etc. This will help quite a bit.
 
The starting point is 0 for all areas of influence. In otherwords neutral equality in all areas. Its similar to how espionage works in Civ IV BtS where you can add and substract points for specific characters in espionage emphasis, except in this case in influence areas.
 
Ok, thanks. I made it balanced out to 0 now. Hopefully that is correct.
 
Hm, this looks far more complicated, but I'll give it a try.

Name: Niklot
House of Mecklenburg (hey, we are playing Germany here..)
Cultural Influence: +2
Economic Influence: -2
Military Influence: -2
Scientific Influence: +2
 
Hail to you o great leaders of the German people. Long have you wandered, following your Emperor, filli_noctus von Bismark. Now he has decided to settle your tribe down and create a great nation.
He has entrusted you to lead your people while he settles down to a life of luxury. Will you take up the mantle of leadership? Will you put aside petty rivalries to stop the nation being overrun like France or ignored like Japan? Can you build a civilisation to stand the test of time?
Spoiler Game settings :



What do you mean it doesn't tell you much? It'll hardly be a surprise if I told you everything.

Spoiler Starting Location :



Not a bad start. Gems, dyes, floodplains, oasis. Shame about the desert but you can't have everything.

I will choose a starting player within the next couple of days.
 
So. Much. Desert.

I'd even be tempted to move the settler if I knew more about the surrounding land. 1 east looks slightly better but we would need to know a bit more about what is in that direction in the fog to be certain.
 
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