Rise from Medieval Kingdoms IV: City-States of Terraxilla (Pregame Thread)

Should magic be available in RfMK IV


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Splime

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This is the pregame thread for RfMK IV. This is designed for me to get feedback about rules and similar things. This is now for sign-ups. The next few posts are the rules of the game, along with the map.

Also, this thread has a poll over whether magic should be in the game.
 
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This game bears some similarities with previous games in the Rise from Medieval Kingdoms games series, (referred to as RfMK) though also has some large differences. As such, it is recommended that you read the rules, even if you are a RfMK veteran. Notable differences include an overhaul of the stats system, a simulated “Old World/New World” system, and a custom, non-Earth map. Also, the starting time is vaguely defined this time, but it is essentially early medieval technology.

Spoiler Basic Story :
The continent of Terraxilla was the site of a new development in the world. The former system of small tribes has now been succeeded by city-states rising, and large clans solidifying. Technology has improved to the point where basic “medieval” technology has been achieved. The city-states have ensured the protection of its people, and given them better lives, especially when compared to the “barbarian tribes” that wander around in the other habitable areas that aren’t fortified by city-states.

Each city-state has its own great leader, who has his/her own bonus that he/she gives to the city, making it powerful in special areas. While many of the city-states are despotically ruled, some are “republics”, though the ruling councils aren’t always chosen by the people… City-states have also been competing for resources, and wars have come up every so often. Finally, the developments get to a point where the city-states control a decent amount of land outside of the city walls, which is where RfMK IV begins.


Spoiler Rules :
OK, the rules of RfMK are fairly complicated, so there will likely be a walkthrough later on if popular demand requests it. These rules will be divided into three parts: The Map, The Stats, and The Orders. Then, there is a fourth section, involving joining the game. More Details will be below.

Spoiler the Map :
The Map of Terraxilla is what shows you who controls what territory. Borders are usually a thin black line, though disputed borders bay not have a line at all. Capitals are small black dots with white outlines, and regular cities are regular black dots. If you lose your capital, it will severely harm stability, economy, and military.

Another type of dot that can be seen is a resource center, which is a black dot with a red outline. These count as cities, but give a large boost to economy, and possibly military. They will also be in high demand from other city-states.

Forts and walls can be built by city-states, through projects. (Projects will be discussed in the next section.) Forts will be represented by a thin plus sign, and walls by tiny black dots, forming a dotted line. They give a distinct defensive advantage in wars.

Another thing that will be on the map is roads. Roads can be built via projects, and give bonuses to trade and troop movement. They will be dark gray lines.

In the area surrounding the city-states, which have their own colors, is a gray region, which is where the barbarians are located. This also represents the region which is easily habitable. Barbarians are usually peaceful, but may sometimes be hostile, and attack. Note that barbarians may have their own cities which you can take over, and these would be of great use.

There is also a large black area, and that is unexplored area. To explore the area, you should send some of your military to explore it. (See section 3, Orders, for more.)


Spoiler Stats :
Each city-state has its own set of statistics which help to illustrate the status of that city-state. Here is a sample set of stats:

Splimopia (Splime)
Leader: Lord Splime (Army Quality)
Color: Lime Green
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 3
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: None (N/A)
Unique Unit: Elite Cavalry (Satisfactory Quality)
Population: Tiny
Quality of Life: Poor
Projects in Development: Organized Religion (1/10)

(There will also be a separate tech chart, which will show who has what technologies.)

Note that most stats use words, and not numbers. The full ranking of each stat begins unknown, in order to add to realism.

So, let’s start by listing what each stat does:

1) City-State Name (Player)
This, as you might expect is the name of the city-state in question, and in parentheses is the name of the player.

2) Leader (Special Trait)
This is the name of the founding figure, who starts off as your leader. Later on, you can change the leader. Every Leader has to die at some point, and the trait that comes along with the leader will still stay, and you can even change it at that point. The Special Trait is the area where the city-state does best at, thanks to the leader. It could be any stat.

3) Color
This is the color that represents the city-state and its territory on the map.

4) Government
At the start of the game, you will get a choice of governments, and more will open up as more technologies are researched. They each have their own benefits. The benefits of the governments will be shown a few posts down.

5) Stability
Stability represents how stable your city-state is. Low levels indicate unhappiness and rebellion, while high levels represent happiness and patriotism. If stability gets too low, revolts may occur, and you may find yourself without a city-state to run. On the other side, high stability will give an all-around stat increase.

6) Economy (Gold per Turn)
Your economy level represents the quality of the economy, and the number in parentheses is the amount of “gold” you get each turn, which can be spent towards improving things. The Gold per Turn, or gpt, is based on the amount of cities, resources, and technologies, and not directly based on the economy level. Trade also adds to economy. The economy level represents the “quality” of the economy, whether it’s good or bad for the size of the city-state. For example, a small, fairly-decent city-state might have Mediocre (9), while a bankrupt empire could have Very Poor (12).

The spending of gold will be covered in the next section. If gold is spent on a stat, but not enough is spent to raise it to the next level, then the number gold spent will be indicated next to the stat with a “+” and the number. Gold can be saved in the Bank, or spent on Army and Navy size, Army, Navy, and UU quality, Quality of Life, and Projects.

Note that banked gold is saved for later, but can be robbed if you’re not careful.

7) Major Industry
The major industry is where your economy specializes, and you can choose and change this at will. Choices are limited at the start to Agriculture, Trade, and Manufacturing, and they each have their own benefits. Agriculture helps with population and quality of life, Trade helps with economy, and Manufacturing helps the military.

8) Army and Navy Size (Quality)
Your army and navy are measured in size and quality. Both are important, and typically, a small military of high quality can defeat a somewhat larger military of a somewhat lower quality. If you fail to regularly fund military quality, it may slump down. While you can use gold to increase the size of your military, you will be limited by your population.

9) Unique Unit (Quality)
Later on in the game, you can choose to create a Unique Unit (UU), which will increase the quality of your military. You have to give a name, and define what type of unit it is. Unique Units need funding in quality also, though they normally start at a better quality than the regular army and navy.

10) Population
Population represents just that: the number of people in your city-state. This is influenced by Quality of Life and the size of the city-state, (along with number of cities) and will influence your economy and military. It may also negatively affect stability or quality of life if your country isn’t prepared for the size increase.

11) Quality of Life
This represents health, education, and other public services. Quality of Life can influence stability and population.

12) Projects
Projects are things with set prices, which you can purchase by investing gold. They include technologies, new cities, and numerous other things. Players can also propose new ideas for projects, which can then be added to the Project List.


Spoiler Orders :
OK, so now I have explained most of how the game works. However, there is one major piece missing, and that is player orders. Orders are the PMs that are sent each turn, detailing where money is to be spent, and what the city-state will do. They also include foreign relations, such as trade. Below, I will describe what to put in your orders.

1) Current Stats
At the top of your orders, which should be PMed, you should add the stats you currently have, to make things easier.

2) Exploration, Expansion, and War
Each city-state will want to expand their power, and to do this requires expanding the amount of land the city-state rules over. To expand, say that you are expanding, and say in what direction. The size of your military helps the expansion. Note that excessive expansion may cause a drop in stability. In war, you simply state where your military will attack. You can also explore uncharted areas, by making your military go there. Note that telling your military to go to too many places at once will thin it out, and might make things balance against you.

3) Spending
You should also state in your orders what things you will spend your gold on. Any gold not spent will go to the bank by default.

4) Diplomacy
Any agreements with other layers must be listed in both players’ orders, including peace and war. Also, you can agree to open up trade between city-states (assuming they are close enough together) to expand the economy of both city-states.

5) Misc. Story Elements
If you are changing your leader, or have other small story items, add them in your orders.

Orders should be fairly straightforward.


Spoiler Joining the Game :
So you want to join RfMK IV? Well, follow the instructions below to find out how to do so:

First of all, you’ll need a location on the map. It needs to be within the gray area. While it would be helpful to use a map to show where you want to start, you don’t need to, as long as you can accurately describe where you want to start.

Next fill out the following template according to the instructions below:

City Name (Your Name)
Leader: Leader Name (Stat Bonus)
Color: Color Choice
Government: Government Choice
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture, Trade, or Manufacturing
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality) {Replace with “None (N/A)” if landlocked}
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None

(Replace text in italics with your own choice.)

1) City Name (Your Name)
This should be the name of the city you wish to build, along with your username.

2) Leader Name (Stat Bonus)
This should be the name of your founding leader. You should also give the stat category which the leader helps raise.

3) Color Choice
When you pick a color, be sure that it isn’t too dark, and it isn’t a shade of gray.

4) Government Choice
To pick a government, use the Government Type list lower down the page. However, your starting options are Despotism (Hereditary or Appointed) or Republic. (A Roman Republic, not a democratic one)

5) Major Industry Choice
Pick Agriculture, Trade, or Manufacturing. Details are listed a few posts below.

That’s it! Other details, such as stories, are recommended, but not necessary.
 
Spoiler Advanced Game Concepts :
There are a few more game concepts that don’t come in to play until at least a few turns in, but are still very important to learn by the time they debut. Below will be some of these concepts.

Spoiler Religion :
While religions exist in the game world at the beginning of the game, they only become a major element once you have researched Organized Religion. Upon completion of Organized religion, you can adopt a religion as a State Religion. You can either invent your own religion, or adopt an already existing one. (If you want, you don’t have to adopt a religion, but that somewhat ruins the point of researching Organized Religion.)

A state religion has many effects. First of all, it can be used as a propaganda machine to control the city-state, thus boosting stability. It can also be adjusted to get alliances going, and can also earn extra money for your government. Religion can also cause wars and rebellions, which can similarly lower stability.

If you choose to adopt an already existing religion, it must be a religion located in a neighboring city-state, one which you have a land or water trade route with. If none of your neighbors have Organized Religion researched, you have to make your own. Adopting an already existing religion has diplomatic benefits, as city-states which share that religion will think more highly of you. {Players should take religion into account when making decisions, in the interest of role-playing.} However, if you adopt an existing religion, you have a little less control over the religion, and therefore, your people.

If you choose to invent a religion yourself, then you should post a name and description in the thread and in your orders. Then, that religion can be spread to neighbors if you wish. Religion naturally spreads along trade routes, and may make nearby city-states yearn to join that religion.

Organized Religion also allows for the construction of Religious Shrines, buildings which attract members of the faith, earning extra money for the owner of the shrine. There can only be one shrine per religion, and if there is a race, the loser only gets half of their invested gold back. Shrines boost the effects of religion in your city-state too. For a shrine to be built, it must be built in a particular city, and a city with a Shrine will get a blue outline. Shrines earn you money proportional to how many people follow the religion.


Spoiler War :
War is a major part of this game, though it won’t be happening in the first turn. If a religious alliance decides to eliminate the heretical city-states, or maybe you desire a resource center, you can use your military to achieve these goals. Before starting a war, you should consider a few things. First of all, is your military in a decent quality? Do you have enough military? How will the home front suffer while the war is being fought? These are a few things to consider.

If your military is not in a very good quality, then fighting a war can be tough. Troops that are in low quality won’t be able to fight as long, so wars will need to be kept short. If troops are in combat for too long, their quality may slump, unless you get them the supplies they need while they’re in combat, and recruit enough extra troops to replace them.

If you don’t have a very big military, fighting a war is also tough, because you will likely be outnumbered. Also, the defensive side usually has an advantage, so if you are attacking, you need a larger force. Also, you need to make sure you have enough military left behind, in order to defend your homeland. War can also have a strain on the regular civilians, as resources are redirected to the battlefields.

You may also be on the defensive side of a war, where you technically have the advantage. However, a smart attacker only attacks when they have the advantage. Walls and forts help defend your city-state. Also, quality is more important than quantity in defense, as it can help prevent desertion, in addition to assisting defend the city-state.

So, if you’re in a war, you’ll need to send military orders inside your order PM. What I want in your orders is where you plan to send troops. I also want to know in what strength are you attacking: is 50% of your force going to attack, or just a small 10%? By describing your strategy, you increase the chance of success for your troops.

______________________________________________

Spoiler Stats :
City-State Stats:

Ageropolis (Jono)
Leader: King Phusis (Army Size)
Color: ████████
Government: Hereditary Despotism
Stability: Mediocre
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Small (Poor Quality +2)
Navy: Tiny (Poor Quality +1)
Unique Unit: None (N/A)
Population: Small
Quality of Life: Poor
Projects in Development: None

High Priests of Thoth (Provolution)
Leader: Thoth Trismegistus (Navy Quality)
Color: ████████
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality +2)
Navy: Tiny (Mediocre Quality +3)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None

Kyoan (merciary)
Leader: Senator Armeidis (Quality of Life)
Color: ████████
Government: Republic
Stability: Decent
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: N/A
Population: Small
Quality of Life: Mediocre
Projects in Development: None

Jakoma (flamingzaroc121)
Leader: Zaroc Istrus (Stability)
Color: ████████
Government: Republic
Stability: Moderate
Economy: Poor (5)
Banked Gold: 0
Major Industry: Manufacturing
Army: Tiny (Poor Quality +2)
Navy: Tiny (Poor Quality +1)
Unique Unit: N/A
Population: Tiny
Quality of Life: Poor
Projects in Development: None

Tion (IronMan2055)
Leader: Hudio Jassin (Navy Quality)
Color: ████████
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Mediocre Quality)
Navy: Tiny (Mediocre Quality +2)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None

Ruche (thomas.berubeg)
Leader: Father (Stability)
Color: ████████
Government: Hereditary Despotism
Stability: Decent
Economy: Poor (5)
Banked Gold: 0
Major Industry: Manufacturing
Army: Tiny (Poor Quality +1)
Navy: Tiny (Poor Quality +2)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None

Gian Waru (Brisingamen)
Leader: Empress Brisingamen (Economy)
Color: ████████
Government: Hereditary Despotism
Stability: Mediocre
Economy: Fair (6)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality +1)
Navy: Tiny (Poor Quality +2)
Unique Unit: None
Population: Tiny
Quality of Life: Poor
Projects in Development: None

Republic of Boskos (taillesskangaru)
Leader: Sikander Meunmil (Quality of Life)
Color: ████████
Government: Republic
Stability: Decent
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Mediocre
Projects in Development: None

The Elven Courts of Eberron (Frozen In Ice)
Leader: Mialee (Quailty of Life)
Color: ████████
Government: Republic
Stability: Decent
Economy: Poor (5)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality)
Navy: Tiny (Poor Quality)
Unique Unit: None (N/A)
Population: Small
Quality of Life: Mediocre
Projects in Development: None

The Gothes (gandhi rules)
Leader: Satan I (Quality of Life)
Color: ████████
Government: Hereditary Despotism
Stability: Mediocre
Economy: Poor (5)
Banked Gold: 0
Major Industry: Manufacturing
Army: Tiny (Mediocre Quality)
Navy: Tiny (Mediocre Quality)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Mediocre
Projects in Development: None

Garamantes (Slavic Sioux)
Leader: Jagannatha (Economy)
Color: ████████
Government: Hereditary Despotism
Stability: Mediocre
Economy: Fair (6)
Banked Gold: 0
Major Industry: Agriculture
Army: Tiny (Poor Quality +2)
Navy: Tiny (Poor Quality +1)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None

Baranke (Leeksoup)
Leader: Nabaru Oliande (Army Quality)
Color: ████████
Government: Hereditary Despotism
Stability: Mediocre
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Mediocre Quality +2)
Navy: Tiny (Poor Quality +1)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None

Silla'riansha (Tasslehoff)
Leader: Generic Supreme Lord Silthran (Army Quality)
Color: ████████
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 0
Major Industry: Trade
Army: Tiny (Mediocre Quality +3)
Navy: Tiny (Poor Quality +2)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None

Empire of Z (Germanicus12)
Leader: Emperor Z (Army Size)
Color: ████████
Government: Appointed Despotism
Stability: Low
Economy: Poor (5)
Banked Gold: 3
Major Industry: Manufacturing
Army: Small (Mediocre Quality +3)
Navy: Tiny (Poor Quality +2)
Unique Unit: None (N/A)
Population: Tiny
Quality of Life: Poor
Projects in Development: None
 
Spoiler Governments, Major Industries, Etc. :
Government Choices:
Appointed Despotism: One man or woman has absolute rule over the city-state, and chooses who succeeds them. Higher Military Quality
Hereditary Despotism: One man or woman has absolute rule over the city-state, and their son or daughter (depending on the chosen system of heredity) succeeds them. Slightly Higher Stability, Slightly Higher Military Quality
Republic: A group of people from the most important families (or elders) form a body of people who rule the city-state. Higher Stability

Major Industries to Choose:
Agriculture: Higher Population, and more resistance against famine.
Trade: Better Economy w/ Foreign Trade
Manufacturing: Better Military Quality
Fisheries: Same as Agriculture, but best designed for seaside cities.


Spoiler Technologies :
Technologies:
Organized Religion (10g): Organized Religion raises stability, and helps collect extra money. On the flip side, religion can make you do crazy things… Players may choose to found a religion with this tech, or join the religion of a neighboring city-state.
Banking (8g): Banking allows money put in the bank to gain interest at 10% per turn.
Military Engineering (10g): Military Engineering allows for large walls and forts to be built.
Civil Engineering (10g): Civil Engineering allows for better infrastructure, which improves the quality of life. Roads are half price with Civil Engineering.


Spoiler Other Projects :
Other Projects:
City (10g): Building a city requires enough space in the area, and requires a population of at least “Small”. To have more than two cities, a population of “Decent” is required.
Road (~4g): Roads are necessary trade links if there is no sea-route available. The length of the road determines the price. Most short-distance city-to-city roads will cost 4g, but in order to build a road, you must request a price quote via PM. Civil Engineering allows for roads to be half-price.
Fort (10g): Forts offer a substantial defensive bonus to the area near their location. Military Engineering is required to build a fort.
Wall (__g): Walls are excellent defensive structures, though are quite expensive for anything but the smallest wall. You must request a price quote via PM if you wish to build one, and Military Engineering is required.
Religious Shrine (25g): A religious shrine can turn a city into a religious capital, raising stability, and increasing profits. Organized Religion is required for the Religious Shrine, and it can only be built for the religion your city-state practices. Note that you may only have one shrine per religion, and each shrine collects money proportional to how many followers the religion has.
 
The rules look good and a bit more balenced than previous games. However, RfMK III is just starting so it might be good to wait a bit before you start this as for magic I think balenced is best but eating radioactive monkies can be just as good.
 
Oooh, I call city spot on the south coast of the tiny lake on the edge of the north-eastern river (on the riverside).
 
no sign ups yet, right?

first of all, there's a typo up in "War" it says: "Also, quality is more important than quality in defense." i presume you meant quality is more important than qunatity.

also, is there going to be a terrain map? or would that become too complicated?

edit: i call where the little red circle is:
rqvevzuoiv.jpg
 
Terrain Map: Maybe, but in this region, just consider the gray area as fertile land, and the white is more rocky and arid.

No sign-ups in this thread. However, you can feel free to "claim" areas of land, much like Russia has done with the North Pole...
 
Even though I'm not computer savvy enough to have any clue on how to edit a map I will claim the area near the mouth of the river at the Northwestern tip of the map.
 
PROVOLUTIA


I found this island to be a good choice for a homespot, with grey color and so on. As you see, it is in the far southwest.

Spoiler :
terraxilla.JPG
 
Terrain Map Posted. See the Maps Post for details.
 
If you want to start by update 1, then only the current gray area is available. As exploration and expansion continues, the gray area will expand, allowing for more civilizations.
 
I call right between the two rivers in the North(towards the west) on the coast.
 
Call this following spot:

TPrfmk.JPG


Also, whats the requirment..meaning how much do I need to put into this?

This is my 1st RfMK, so I'll be a newb, so I'm gonna try to make time....
 
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