filli_noctus
Hmmn
- Joined
- Nov 22, 2010
- Messages
- 2,221
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])
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.
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.
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])