Rise of Classical Empires

i agree entirely about not having a need to have a connection with the real world, but even with that in mind, some realism need to be kept...

for example (compellty over the top, but i'de dearly love to see this)
Acceptable:
a civilization decides to go down a zepplin line of technology. given enough time, this culture could take to the air, and develop floating cities) this is possible given a different line of technology
Unacceptable:
Complete conquest of the world by 1500

aztec would be fun to speak ;)
 
i agree entirely about not having a need to have a connection with the real world, but even with that in mind, some realism need to be kept...

for example (compellty over the top, but i'de dearly love to see this)
Acceptable:
a civilization decides to go down a zepplin line of technology. given enough time, this culture could take to the air, and develop floating cities) this is possible given a different line of technology
Unacceptable:
Complete conquest of the world by 1500

aztec would be fun to speak ;)

If one civilization (player/empire) succeeds in conquering then we have a winner. This civilization would have lots of Great Generals!! :lol:

Things like developing floating cities should be possible if the player points it out in its orders. The modders have to decide about the benefits and costs of this. Anyway such endeavors should be possible.

Another things to think about is religion. Any thoughts about this?
 
Hay Kuz ug ouzlut taz!

Yeah... We can do it like Motheron, in the NESing forums. You can get Unique techs or what not.

Acceptable: Unique techs focus on making lighter materials and easier light air makers
- Final tech is floating City

Unacceptable: All Unique techs focus on military, ending with a +1000 bonus
- Conquering the whole world fast.


Unique Techs must not all
 
Stability bonus, culture bonus against other civs, military advantages in some case, etc... they should be special events that happen as a result fo some great event, or randomly... not in the players control.
(might be interesting to have magic as part of the game, though i don't see how it would work)
 
Stability bonus, culture bonus against other civs, military advantages in some case, etc... they should be special events that happen as a result fo some great event, or randomly... not in the players control.
(might be interesting to have magic as part of the game, though i don't see how it would work)

I really don't like the idea of magic in this game. Culture is something I haven't thought about. However one thought comes to mind is that an empire accumulates culture during the game and could be represented as a circle of influence from the capital (more culture, larger circle) and give some benefits for high cultuere. I think the circle-idea is easy to implement.
 
I jsut sent an examples of a possible set of stats of a player after hundreds of (game) years have gone by
 
{So what's the current status of this game? Is it dead, to be replaced by the new one you mentioned? Or is this one still being played, too? Sorry, I just can't understand all the NES-speak. :undecide:}
 
{So what's the current status of this game? Is it dead, to be replaced by the new one you mentioned? Or is this one still being played, too? Sorry, I just can't understand all the NES-speak. :undecide:}

We're trying to set this up. ;)
At this moment it's an embryo, hoping to see the light of day :)
 
{Forum Games Catalogue/Information Thread. It's neither good nor bad because no-one reads it. ;)

Anyway, apologies for the thread hijack.}
 
Yeah, this is barely alive, or should I say Pre Mature. For I didn't make sure my map making program still worked. If I get to co-mod. I will NOT make the maps.
 
Here a some suggestions for rules:

Spoiler :
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


Suggestions are welcome.
 
Grey Territory means Weak Tribes.

Dark Grey means large chiefdoms verge of Kingdoms.

We need a tech tree. Important techs will be: Writing, Archary, Alphabet, Wheel, Animal Breeding, Mining, Basic Smithing, Bronze Smithing, Bronze Casting, Horse Riding, Pottery, Iron Smithing, Philisoph, Animalism.
 
Grey Territory means Weak Tribes.

Dark Grey means large chiefdoms verge of Kingdoms.

We need a tech tree. Important techs will be: Writing, Archary, Alphabet, Wheel, Animal Breeding, Mining, Basic Smithing, Bronze Smithing, Bronze Casting, Horse Riding, Pottery, Iron Smithing, Philisoph, Animalism.

Yep, we need a techtree. One that goes all the way to Alpha Centauri! ;)
 
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