erez87
Lord of Random
- Joined
- May 16, 2002
- Messages
- 13,500
Welcome to RTOR7, the replacment of RTOR2 (I hope...)
The rules are prety the same, but i'll write everything becouse there are new areas of gaming in RTOR6.
In this game, for now, every player will control a nation.
Nations can be created from nothing, from Rebellions and whatever you think of.
As the game progress you will come to know other was of gaming.
Updates will come every day, OR every 2 days.
Every two weeks I wouldn't be able to update, couse I'll be at my father house (unless he will make a net connection finaly)
If I won't update 1 day, don't start writing "Update?" and please don't flame me.
I will try to NOT creat NPC's, but somthimes i'll want an area to be denisity poulated so I will creat there many NPC (maybe europe?)
this is the first Profile of a nation: (if you join later, in a brand new civ, you need to start from the start)
Name: bla-bla
Leader: CFC\King
Goverment: Despotism\ Tribes
Natinality: Europian\ Asian\ African\ Middle eastern\ North american\ South american\ North african\ Pacific
Army size: Small
Army training: Normal
Navy size: NONE
Navy training: NONE
Economy: Stable
Trade level: NONE
Pop Grouth: Mormal
Culture: NONE
Influence: NONE
Religion: Make your own
Education: NONE
Science: NONE
Age:Pre-Stone age
Traits: Industrial\ Comercial\ Miliateristic\ Exepesionist\ Scietific\ Religious
More will be added as time goes.
Rules
Economic rules:
Economy is maybe the most important or second most important area in your nation.
Economy will influence all other areas in some way, depands on Goverment, Trade levels and as the the time goes more will be added.
To grow economy you need to spend two full turns. also Trade will grow economy if it good enough.
MORE RULES WILL BE ADDED AS TIME GOES
You cannot grow economy with any other thing.
Every two areas you grow will cost you 1 economy level.
You cannot grow trade.
Economy levels are:
- Depression
- Recession
- Slowing
- Steady
- Growing
- Booming
- World wide
Trade levels are:
-NONE
- -2 partner
- 3-5 partners
- 6-9 partners
- 10+ partners
P.S.
If you grow each turn only 1 area, your economy won't suffer...
Armed forces rules
The most important area.
This is your defense and attack.
If you grow the army, navy etc from NONE than you get a double growth right to Very small, wuthout tiny.
There are levels for the Armes forces:
- NONE
- Tiny
- Very small
- Small
- Medium
- Large
- Very large
- Huge
- Imperial
As the level grows, also your defense and attack grows.
There is also training, every time you grow your army or navy, or whatever else, your training will get smaller by 1 level.
You cannot Train and Grow on the same time.
Army goes ONLY with army training, and navy with navy, etc...
The training levels are:
Suicidal
Weak
Normal
Strong
Invincible
Culture, Influence and religion
Culture is a very important area in earlier ages.
As your culture is higher your people love you more and Influence on other teritories will start.
Your land will grow into empty areas faster if your economy is good.
Culture levels are:
- NONE
- Rudimentary
- Low
- Stable
- Ok
- Good
- High
- Great
- Highly Influence
Influence can several things.
You cannot grow Influence.
If your culture is good or higher Your influence will start growing.
Influence works this way:
If Japan holds Korea and China have a culture 2 levels higher, than there are chances that parts of Korea will go to China.
Or if Japan control Holland and Germany have a culture the same as Japan, there are chances that parts of holland will break.
It all depends on who have an higher culture, and who is closer to the teritory (Holland would prefer Germany on Japan, but Korea won't prefer china, unless the Influence is larger)
Influence levels are:
- NONE- if your culture is between Rudimentry and NONE
- Low- If your culture is between Stable and Low
- Medium- If your culture is OK
- High- If your culture is between High and good
- Perfect- If your culture is between Highly Influencive and Great
Relegion might help Influence. If a jewish nation control a Muslim one, than another muslim nation, with better influence might take the muslim areas. (Israel holds Arabia, babylon is muslim and have a better influence level, than parts of arabia might turn Babyloni, if arabia is muslim at all...)
You can creat your own relegions, but I will say where there is what...
Education and science
Education means how much your people are smart, and how fast you grow in ages.
The levels are:
- NONE
- Rudimentry
- Low
- Stable
- High
- Great
there is also science. sicence means how good and fast you can make your own creations (tanks will neeb to be invented, they won't come with the age, also nukes...) As strong you Education is, so is your sciense.
Your can't grow science, it depands on education
Every tech you find reduce your Science by one.
- Low - if you have a lower education than stable it will take you 5 turns to learn a tech.
- Medium - education is stable and it takes 4 turns for a tech.
- High - education is high and it's 3 turns for a tech.
- Very high - education is great and it takes 2 turns for a tech.
Goverments
Goverments are very important
Despotism- An unfree type of goverment where the King, Empror, Pharoh conrtol the nation alone.
You cannot have a better economy than steady. growing culture or education takes 2 turns. Army cannot be Trained better than Normal.
Tribal- A free goverment that every tribe in the nation conrols is own life.
You cannot have a better economy than growing. Groing armed forces takes 2 turns and they cannot be trained.
More to come (you can use Sciense to create more by your own, but you can wait for me to creat new ones.)
Ancient monarchy- An unfree goverment, with the ability for the people to creat their own life.
Your economy will grow automaticly after 2 turns of stories (
) Your science count as +2 more than it's writen.
Traits
At start you can have only one trait.
They help in many areas and make you better at one area than the other.
As ages go, you will grow to have 3 traits, but for now 1.
Industrial- You can build wonders faster, and later your national industries will work better.
Comercial- Your economy cannot go to Depresion, it's take 1 turn to grow economy. Trade is much more easy to do.
Miliateristic- Your armies and navies training are Automatic grow to Weak and they can't go lower (but they can higher). Your economy less influence your army, and it can be somthines grow by himself...
Exepesionist- You grow into empty areas faster and your armies are faster. Also Culture is more influence.
Scietific- It's take 1 turn less to learn a new tech than what your science let you. If one nation have a better age than you, next turn you will have it to.
Religious- Your Culture is much stonget and count +1 more than what is writen.
War and Peace
In time of peace all the Rules takes place (2 turns for economy, economy hit for armed forces etc.)
In time of wars there are this exeptions:
Armed forces can grow without an economic hit.
Economy takes 3 turns to grow.
Techs learning is slowed by one turn than what your sciense says.
Culture is less Influencing than usual.
If you suprise attack somone than it will cost you an economy (for the suprising fast attack...)
If you declear war first than go your armies, navies or another ONE armed forces that you choose grow by 1 (mobilizing).
If you are under attacl from a suprise attack, that turn your defense will be lower... but from the next the defense will all the time grow (angry people on the aggresive nation...)
Speicel trade
Exapt for normal trade you can also trade army size, economy size and help each other better that way.
Ages
Each age that you will grow, will let you choose from more techs, new goverments, new areas (like Air-force), better weopns etc etc...
You will not know what is the next ge until somone is there...
ages:
- Pre-Stone age- Navies cannot be bigger than Medium, there are no tech's. You cannot trade and you can only choose between two goverments. fighting with bare-hands, and ships don't fight even.
- Stone-age- Navies cannot be bigger than Very Large, You can discover stone ahe tech's (meaning you can creat new units).
This age will take some time to finish,and anyone that won't finish discover all tech's in it's end, will get them Automaticly, but his units will be with less power.
Your Education start influencing your Science rate.
Tech tree: (each of the tech's cost 1 science)
LAND Clubs -> Clubeman -> First bow&arrow -> Archer -> Axes ->Axeman
SEA Canooe sailing -> Improved canooe sailing
MONEY tax collecors -> First Trade
GOVERMENTS better despotism (cancel all Despotism problems)
Better Tribes (cancel all Tribes problems)
Ancient monarchy
Armed forces rules
There are some rules about the armed forces.
*Armies- As earlier they are, the slower they are.
You will need to discover horse riding befor you could run faster into enemy teritory, or to repulse an invasion.
Armies move, so somthimes they might move slower.
You can also, as time go and discoveris let, invent new ways to attack, like the german blitz.
*Navy- As earlier they are the less they sail.
In the first age, Pre-stone age, the only navy is little canoos that can swim only on rivers, or very small water areas (like greece or Indonesia). as the ages continue I will let you know what your ships can do.
Also tech's could make the ships better.
As ages go and time go more and more will be known in this game.
There will be air-foces, democracies and a new area in NES's that is made by me...
You all are welcome to join (please join)
The rules are prety the same, but i'll write everything becouse there are new areas of gaming in RTOR6.
In this game, for now, every player will control a nation.
Nations can be created from nothing, from Rebellions and whatever you think of.
As the game progress you will come to know other was of gaming.
Updates will come every day, OR every 2 days.
Every two weeks I wouldn't be able to update, couse I'll be at my father house (unless he will make a net connection finaly)
If I won't update 1 day, don't start writing "Update?" and please don't flame me.
I will try to NOT creat NPC's, but somthimes i'll want an area to be denisity poulated so I will creat there many NPC (maybe europe?)
this is the first Profile of a nation: (if you join later, in a brand new civ, you need to start from the start)
Name: bla-bla
Leader: CFC\King
Goverment: Despotism\ Tribes
Natinality: Europian\ Asian\ African\ Middle eastern\ North american\ South american\ North african\ Pacific
Army size: Small
Army training: Normal
Navy size: NONE
Navy training: NONE
Economy: Stable
Trade level: NONE
Pop Grouth: Mormal
Culture: NONE
Influence: NONE
Religion: Make your own
Education: NONE
Science: NONE
Age:Pre-Stone age
Traits: Industrial\ Comercial\ Miliateristic\ Exepesionist\ Scietific\ Religious
More will be added as time goes.
Rules
Economic rules:
Economy is maybe the most important or second most important area in your nation.
Economy will influence all other areas in some way, depands on Goverment, Trade levels and as the the time goes more will be added.
To grow economy you need to spend two full turns. also Trade will grow economy if it good enough.
MORE RULES WILL BE ADDED AS TIME GOES
You cannot grow economy with any other thing.
Every two areas you grow will cost you 1 economy level.
You cannot grow trade.
Economy levels are:
- Depression
- Recession
- Slowing
- Steady
- Growing
- Booming
- World wide
Trade levels are:
-NONE
- -2 partner
- 3-5 partners
- 6-9 partners
- 10+ partners
P.S.
If you grow each turn only 1 area, your economy won't suffer...
Armed forces rules
The most important area.
This is your defense and attack.
If you grow the army, navy etc from NONE than you get a double growth right to Very small, wuthout tiny.
There are levels for the Armes forces:
- NONE
- Tiny
- Very small
- Small
- Medium
- Large
- Very large
- Huge
- Imperial
As the level grows, also your defense and attack grows.
There is also training, every time you grow your army or navy, or whatever else, your training will get smaller by 1 level.
You cannot Train and Grow on the same time.
Army goes ONLY with army training, and navy with navy, etc...
The training levels are:
Suicidal
Weak
Normal
Strong
Invincible
Culture, Influence and religion
Culture is a very important area in earlier ages.
As your culture is higher your people love you more and Influence on other teritories will start.
Your land will grow into empty areas faster if your economy is good.
Culture levels are:
- NONE
- Rudimentary
- Low
- Stable
- Ok
- Good
- High
- Great
- Highly Influence
Influence can several things.
You cannot grow Influence.
If your culture is good or higher Your influence will start growing.
Influence works this way:
If Japan holds Korea and China have a culture 2 levels higher, than there are chances that parts of Korea will go to China.
Or if Japan control Holland and Germany have a culture the same as Japan, there are chances that parts of holland will break.
It all depends on who have an higher culture, and who is closer to the teritory (Holland would prefer Germany on Japan, but Korea won't prefer china, unless the Influence is larger)
Influence levels are:
- NONE- if your culture is between Rudimentry and NONE
- Low- If your culture is between Stable and Low
- Medium- If your culture is OK
- High- If your culture is between High and good
- Perfect- If your culture is between Highly Influencive and Great
Relegion might help Influence. If a jewish nation control a Muslim one, than another muslim nation, with better influence might take the muslim areas. (Israel holds Arabia, babylon is muslim and have a better influence level, than parts of arabia might turn Babyloni, if arabia is muslim at all...)
You can creat your own relegions, but I will say where there is what...
Education and science
Education means how much your people are smart, and how fast you grow in ages.
The levels are:
- NONE
- Rudimentry
- Low
- Stable
- High
- Great
there is also science. sicence means how good and fast you can make your own creations (tanks will neeb to be invented, they won't come with the age, also nukes...) As strong you Education is, so is your sciense.
Your can't grow science, it depands on education
Every tech you find reduce your Science by one.
- Low - if you have a lower education than stable it will take you 5 turns to learn a tech.
- Medium - education is stable and it takes 4 turns for a tech.
- High - education is high and it's 3 turns for a tech.
- Very high - education is great and it takes 2 turns for a tech.
Goverments
Goverments are very important
Despotism- An unfree type of goverment where the King, Empror, Pharoh conrtol the nation alone.
You cannot have a better economy than steady. growing culture or education takes 2 turns. Army cannot be Trained better than Normal.
Tribal- A free goverment that every tribe in the nation conrols is own life.
You cannot have a better economy than growing. Groing armed forces takes 2 turns and they cannot be trained.
More to come (you can use Sciense to create more by your own, but you can wait for me to creat new ones.)
Ancient monarchy- An unfree goverment, with the ability for the people to creat their own life.
Your economy will grow automaticly after 2 turns of stories (

Traits
At start you can have only one trait.
They help in many areas and make you better at one area than the other.
As ages go, you will grow to have 3 traits, but for now 1.
Industrial- You can build wonders faster, and later your national industries will work better.
Comercial- Your economy cannot go to Depresion, it's take 1 turn to grow economy. Trade is much more easy to do.
Miliateristic- Your armies and navies training are Automatic grow to Weak and they can't go lower (but they can higher). Your economy less influence your army, and it can be somthines grow by himself...
Exepesionist- You grow into empty areas faster and your armies are faster. Also Culture is more influence.
Scietific- It's take 1 turn less to learn a new tech than what your science let you. If one nation have a better age than you, next turn you will have it to.
Religious- Your Culture is much stonget and count +1 more than what is writen.
War and Peace
In time of peace all the Rules takes place (2 turns for economy, economy hit for armed forces etc.)
In time of wars there are this exeptions:
Armed forces can grow without an economic hit.
Economy takes 3 turns to grow.
Techs learning is slowed by one turn than what your sciense says.
Culture is less Influencing than usual.
If you suprise attack somone than it will cost you an economy (for the suprising fast attack...)
If you declear war first than go your armies, navies or another ONE armed forces that you choose grow by 1 (mobilizing).
If you are under attacl from a suprise attack, that turn your defense will be lower... but from the next the defense will all the time grow (angry people on the aggresive nation...)
Speicel trade
Exapt for normal trade you can also trade army size, economy size and help each other better that way.
Ages
Each age that you will grow, will let you choose from more techs, new goverments, new areas (like Air-force), better weopns etc etc...
You will not know what is the next ge until somone is there...

ages:
- Pre-Stone age- Navies cannot be bigger than Medium, there are no tech's. You cannot trade and you can only choose between two goverments. fighting with bare-hands, and ships don't fight even.
- Stone-age- Navies cannot be bigger than Very Large, You can discover stone ahe tech's (meaning you can creat new units).
This age will take some time to finish,and anyone that won't finish discover all tech's in it's end, will get them Automaticly, but his units will be with less power.
Your Education start influencing your Science rate.
Tech tree: (each of the tech's cost 1 science)
LAND Clubs -> Clubeman -> First bow&arrow -> Archer -> Axes ->Axeman
SEA Canooe sailing -> Improved canooe sailing
MONEY tax collecors -> First Trade
GOVERMENTS better despotism (cancel all Despotism problems)
Better Tribes (cancel all Tribes problems)
Ancient monarchy
Armed forces rules
There are some rules about the armed forces.
*Armies- As earlier they are, the slower they are.
You will need to discover horse riding befor you could run faster into enemy teritory, or to repulse an invasion.
Armies move, so somthimes they might move slower.
You can also, as time go and discoveris let, invent new ways to attack, like the german blitz.
*Navy- As earlier they are the less they sail.
In the first age, Pre-stone age, the only navy is little canoos that can swim only on rivers, or very small water areas (like greece or Indonesia). as the ages continue I will let you know what your ships can do.
Also tech's could make the ships better.
As ages go and time go more and more will be known in this game.
There will be air-foces, democracies and a new area in NES's that is made by me...
You all are welcome to join (please join)