Immortal
Deity
- Joined
- Feb 18, 2002
- Messages
- 5,950
should rear be bare by any chance? ive never heard rear applied like that beforemust be 10 years old to rear children
except maybe...ah nevermind, Id rather not be banned.
should rear be bare by any chance? ive never heard rear applied like that beforemust be 10 years old to rear children
Originally posted by Immortal
should rear be bare by any chance? ive never heard rear applied like that before
Disease Types
Natural
Non-Communicable
Common (allergies, rashes, malnutrition)
Crippling (Illnesses in general, bio-chemicals)
Fatal (organ failure, bio-chemicals)
Communicable
Common (The common Cold)
Crippling (
Fatal
Genetic
Common
Crippling
Fatal
Events for Diseases & Cures
Trade Each active trade with a civ adds a cumulative 10% chance of a disease occuring
Jungle 50% chance of a communicable disease if a city loses population points.
Floodplains 10% chance of a communicable disease if a city loses population points.
Nukes 75% chance of a fatal disease (nullified by Cure For Cancer)
Meltdown 25% chance of a fatal disease (nullified by Cure For Cancer)
Pottery Food storage encourages increased pests. Base Disease chance doubles
Writing Allows documentation of diseases only
Chemistry Allows for basic cures. Reduces disease chance by 5%
Allows for creation of common "natural" diseases
Medicine Nullifies the disease effect of Industrialization.
Sanitation Cures 50% of communicable diseases, and 25% of all non-fatal genetic diseases.
Allows for the creation of crippling "common" (controlled) diseases
Scientific Method Enables research of 1 disease (natural or genetic). 20% chance of a cure.
Industrialization Increases chance of a crippling disease by 75%
Ecology Lowers the chance of a crippling disease by 50%
Recycling Lowers the chance of a crippling disease by 20%
Cure For Cancer Nullifies any natural fatal disease
Longevity Cures all common and crippling genetic disease, and reduces fatal genetic diseases to 10%
~ 300 turns
50 years (1 turn = 1 year) = 6 character levels
50 years (1 turn = 5 years) = 30 character levels
50 years (1 turn = 10 years) = 60 character levels
Descendants (every 20 years) = 15 generations
20 players, 10 characters = 200 characters.
i think the land should be free to build or use for anybody being able to defend it by force or arange with others. this way we will have power struggles for the land controll. ownership can be recorded after mapmaking
9. A single contiguous land territory that has at least 5 * P (where P is the number of provinces in the demogame) will receive an additional gold per tile in the territory. If the territory has 10 * P receives 2 gold per tile in the territory and one that has 15 * P receives 3 gold per tile in the territory.
Originally posted by Chieftess
This is perhaps the one rule I'm confused on:
5 * P what? Tiles?
For example:
Say there's 2 province, that's 10 tiles. Does that mean the territory has to be 10 tiles?
Originally posted by Shaitan
Woah, woah, woah. Slow down on the rules there, CT. There's no need to specify marriage. That was not even a common practice until about 1000 BC. The player should specify their character's age. If I want a character of a hermit on the mountain for a storyline I can't very well start with a10 year old.
@Immortal - One game turn will equal one RPG year.
EDIT: Also, very important. No ceiling on the number of characters created. We don't want rules that will restrict the stories. We need only a framework to support and guide.