Conquer the World or Beyond - Forum Game
RULES
Goal - Victory conditions
First empire to conquer 50% of the World or establish first colony on Alpha Centauri wins
World
Earth
Game turns (suggestion)
This game starts at 4000 BC
Suggestion:
15 turns of 200 years (1000 BC)
20 turns of 100 years (1000 AD)
10 turns of 50 years (1500 AD)
10 turns of 25 years (1750 AD)
10 turns of 10 years (1850 AD)
10 turns of 5 years (1900 AD)
rest 1 year/turn
Civilizations
Each civilization starts with one city (=capital) and one warrior.
Cradles or not??
Cities
Each civilization has a capital. The capital generates 5 gold and 2 culture per turn.
Other cities generate 2 gold and 1 culture by default
Cost to found a new city = 5 gold
City growth
....
Technology
See techtree (not made yet). Techs cost Technology Points (TP). 1 TP = 1 gold. Some city improvements generate TP.
City Improvements (suggestion)
City improvements cost gold to construct. Each improvement has its own benefits. Only 1 per city.
Walls
Barracks
Library
University
Theatre
Factory
Bank
Temple
....
Resources (become visible/available as techs are discovered)
Resources are needed to create units or give a bonus for constructing them.
Copper
Iron
Stone
Marble
Sulphur
Uranium
Aluminum
Oil
Horse
....
....
Trade Goods (become visible/available as techs are discovered)
Trade goods enhance the civilization in various ways.
Spices
Sugar
Salt
Ivory
Gold
Silver
Gems
...
...
Units (suggestion/stats?)
For army
Level 0:
Militia: cost to build: 0 gold, strength: 1, move: 0, not upgradable. Every city has one of them. Maybe big cities should get more. Also these guys should be automatically upgraded as more techs become available like archery (for example +25% strength for all city militia)
Level 1:
Warrior:
Level 2:
Spearman, Axeman, Archer, Horseman, Chariot, Catapult
Level 3: Longbowman, Swordsman, Pikeman, Light Cavalry, Trebuchet
Level 4: Musketman, Cuirassier, Bombard
Level 5: Rifleman, Cavalry, Cannon
Level 6: Infantry, Tank, Artillery
Level 7: Advanced Infantry, Advanced Tank, Advanced Artillery
For navy
Level 1: Galley (to transport units overseas), Trireme
Level 2: Caravel, Galleon (to transport units overseas)
Level 3: Sail Frigate, Ship of the Line, Paddlesteamer (to transport units overseas)
Level 4: Ironclad, Man o' War
Level 5: Dreadnought
Level 6: Destroyer, Cruiser, Battleship, Transport Ship (to transport units overseas), Carrier
Level 7: Stealth Destroyer, Missile Cruiser
For airforce
Level 1: Balloon, Airship
Level 2: Fighter, Bomber, Helicopter
Level 3: Jet Fighter, Jet Bomber, Attack Heli
Level 4: Stealth Fighter, Stealth Bomber
Upgrading
The cost yo upgrade a Warrior (level 1) to Spearman, Axeman, Archer, Horseman, Chariot, Catapult (level 2) depends on the cost of the new unit. Changing units within the same level is not allowed.
Unit experience
Newly created units start as regular, after winning a battle they become veteran (+50% strength), after another victory they become elite (+100% strength)
Combat
Unit with highest strength wins most of the time.
Upkeep
.... (1 gold per 5 units??)
Expanding
To expand just move units in grey territory. Beware of barbarians however.
Wonders
.....
Projects
.....
Governments (suggestion)
Tribalism (default at start)
Despotism
Monarchy
Theocracy
Republic
Democracy
Dictatorship
.....
.....
(advantages/disadvantages to be decided)
Trade (suggestion)
Trade should be simple. First make contact with another civilization and create a trade route. Each trade good generates a certain amount of gold.
Culture (suggestion)
Culture radiates from the capital, the more culture, the larger the circle and more stable the civilization
Religion
Religions are founded by discovering techs (sounds familiar, I guess)
A civilization can only have one state religion. Civilizations with same state religion should get some bonus. Founder of religions can build it's shrine and get a bonus for it (extra income).
(suggestions)
Stability (suggestion)
Maybe stable civilizations get a gold bonus.
Positive:
Peace
Culture
Some techs
Some government types
Good events
Units stationed in city
State religion
Negative:
War
Bad events like diseases and disasters
Units out of the city
Non state religion
Diplomacy
Anything goes, defensive pacts, war declarations, non-aggression, whatever...
(suggestions welcome)
Espionage
....
(suggestions welcome)
Establishing a colony on Alpha Centauri
To colonize Alpha Centauri a spaceship is needed. The following parts are needed:
Engines: max 5
Life support: 1
Structure: 1
Living Quarters: 1
The journey will take:
40 turns with only 1 engine.
32 turns with only 2 engines.
24 turns with only 3 engines.
16 turns with only 4 engines.
8 turns with only 5 engines.
Events
Events occur just like in the real world (floods, tsunamis, tornadoes, aircrashes, flu to name but a few)
Mods decide which events occur and where they occur.
Orders
Orders can be given by PM or in the thread, whatever.
Starting template for civilizations
Name/Player: .../...
Government: Tribalism
Treasury/Income per turn: 10/5 gpt
Total Culture/Culture per turn: 0/2
Technology Points: 0
Religion: none
Army: 1 Warrior
Navy: none
Airforce: none
Spaceship status: none
Researched techs: none
Available resources: none
Available trade goods: none
Trade with: nobody