The Seven Provinces

Exhera

Unorthodox Unicorn
Joined
Feb 7, 2015
Messages
90
Location
Somewhere Over The Rainbow
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Introduction:
The Seven Provinces is an IAAR with the Netherlands. It is on Prince difficulty, Continents map, and Quick for the sake of time.

Character:
Spoiler :
The character is the roleplay representation of you. You control them, and to join, you simply edit the following criteria to fit.
  • Given Name: First name; Chosen by character
  • Surname: Last name; Must be derived from username
  • Gender: Male or female, simple.
Wealth:
Spoiler :
In the beginning of the game, you have 25 wealth. This is used for actions, and is earned with actions or by holding a positions. This is not to be confused with gold. That is the gold the civ actually has in-game.


Age, Disease, & Death:
Spoiler :
At the start of the game, you are 18 years old. Every Session, you gain 2 years. There are three categories of age. Young is from 18-38, and is the least likely to die of disease or natural causes. Virtually impossible, in fact. The next category is Middle-Aged, from 40-58. Medium-chance risks. Old is the final category, and the most fragile one. From 60 to beyond, it has the highest chance of death.

Disease is obtained randomly. Young characters have a 10% chance of receiving a sickness. Middle-aged characters have a 20% chance of receiving a sickness. Old people have a 30% chance of receiving a sickness. You can spend wealth to purchase medicine that might cure your sickness.

If you are young and have a sickness, you have a 0.1% chance of dying from it. Middle-aged people have a 10% chance of dying from it. Old people have their age rounded down as their percentage. For example, a 68 year old man would have a 60% chance of dying. Real risky.

Popularity:
Spoiler :
When you start, you have Indifferent Popularity. It is changed by actions, decisions, and such. Being a ruler and having low Popularity makes coups and assassination easier. For example, a servant who likes you will probably be less willing to poison your wine. These are the ranks of Popularity (Lowest to highest):
  • Abhorred
  • Despised
  • Hated
  • Unpopular
  • Disliked
  • Indifferent
  • Liked
  • Popular
  • Loved
  • Idolized
That is the Ruler Popularity. There is also Politician Popularity. When a politician with good popularity stages a coup against a low-popularity ruler, the politician has a good chance of succeeding. These are the Politician ranks of Popularity (Lowest to Highest):
  • Abhorred
  • Despised
  • Hated
  • Opposed
  • Disliked
  • Rejected
  • Ignored
  • Unknown
  • Spoken of
  • Known
  • Recognized
  • Liked
  • Loved
  • Idolized

Government:
Spoiler :
Government in The Seven Provinces is dynamic. At the beginning of the game, a chief is randomly chosen. When Writing is researched, a choice between Monarchy or Republic is given. If the Chief chooses Monarchy, he/she will become King. Republic is also an option, and the chief becomes the first stadtholder. If the chief has popularity of loved and below, choosing republic will benefit his/her status. The chief's popularity will slightly decrease if they're idolized and choose republic (Disappoints fans). If the chief's popularity is popular, loved, or idolized, choosing monarchy doesn't effect his/her popularity. When it is time to choose an ideology, Dictatorship will become available. From that point on, the leader can attempt to assume dictatorship and rule without the limitations of republic or monarchy. This will significantly lower their popularity in the same way of monarchy.

Also, there is a choice at Writing to engineer a new government system.

In all forms of government, taxes are paid, and the tax is set by the Stadtholder, Dictator, King/Queen, or Chief.

Republic Ranks:
  • Stadtholder: Basically President; Controls capital; Five Session term
  • Governor: Controls individual province(city); can train personal army; Ten Session term
  • Minister of Commerce: Controls Great Merchants; Governors must ask MoC before building roads or purchasing buildings/units; Seven Session term
  • Minister of Culture: Controls Great Writers, Musicians, and Artists; Receives two votes in Social Policy voting and is always tiebreaker; Seven Session term
  • Minister of Research: Controls Great Scientists; Chooses technology
  • High (Depending on religion)/High Druid(After pantheon is founded): Controls Great Prophets, Missionaries, and Inquisitors; Chooses pantheon belief and religion beliefs; Seven Session term
  • Captain-General: Controls Great Generals and Admirals; Controls all donated units; Can give and revoke control from Field-Marshals; Seven Session term
  • Field-Marshals: Control specific units donated by Captain-General; Holds until revoked or death
  • Provincial Delegates: Oldest citizens in province(city)
Monarchy Ranks:
  • King/Queen: Has most of the power; Leads armies; Ruler for life
  • Noble: Controls land given by King/Queen; Trains units for King/Queen and sends to capital during war; Ruler for life
  • Minister of Commerce: Controls Great Merchants;Nobles must ask MoC before building roads or purchasing buildings/units; For life
  • Minister of Culture: Controls Great Writers, Musicians, and Artists; Chooses policies with approval from King/Queen; For life
  • Minister of Research: Controls Great Scientists; Chooses technology with approval from King/Queen; For life
  • High (Depending on religion)/High Druid(After pantheon is founded): Controls Great Prophets, Missionaries, and Inquisitors; Chooses pantheon belief and religion beliefs with approval from King/Queen; For life
Dictatorship Ranks:
  • Dictator: Controls everything; Ruler for life
  • Advisors: Sometimes are helpful on decisions; Until revoked or death

Coups, Impeachment, Seceding, and Petitions:
Spoiler :
To stage a coup, PM me your reasons. Then, make a private group and invite others through PM. Tell me of the group through PM also. When you strike, it depends on your Popularity and military strength. You can bribe governors/nobles, Field-Marshals, or Captain-Generals for this.

To impeach/force abdicate a ruler, you must have a substantial amount of followers in the government. In fact, 75% must support you and vote to impeach/abdicate the King/Queen/Stadtholder. PM me who and why you’re impeaching. Then, make a group, invite government support, and PM me its details. In Monarchy, impeachment of lower ranks is available, for they hold their position for life. For the Ministers and religious leader, these criteria must be true.
  • Support from King/Queen
  • Proposer of impeachment must have more Popularity than target
  • Most Ministers must agree

A province can secede from the Netherlands. This is roleplay only, and is not actually represented in the game. To secede, the province’s leader (Governor or Noble) must PM me a Letter of Secession, explaining why that province is leaving. Then, I will announce it in the Session. The people of the province must decide whether they agree and will stay or leave. Upon the event of secession, that province is free from taxation from the government and provision of troops to the government. They can set their own tax and even settle new provinces and appoint governors. The original government, however, has the action of ‘Secession War’ in this event. If the original government wins, which it likely will, they have a completely valid reason for imprisonment or, if it is available, execution. Another course of action for the original government is assassination or diplomacy to convince the seceder to rejoin.

Anyone can make a petition. To do so, simply PM me and post on the forum, stating your petition. It can be for things like war, declaration of friendship, or World Congress resolutions. Then, when enough people agree to sign by replying, you can present it to the ruler of the Netherlands.

Stability:
Spoiler :
There is a stability factor. This depends on recent secessions, ruler Popularity, assassinations, and discovered plots and coup attempts. Some decisions, like assuming dictatorship, will majorly lower Stability. If there is high Stability, coups will be difficult, and vice versa. These are the levels of Stability (Lowest to Highest).
  • Chaotic
  • Unstable
  • Panicked
  • Oppressed
  • Malleable
  • Indifferent
  • Reasonable
  • Peaceful
  • Celebrating
Malleable is the resting point.

Religion:
Spoiler :
Religion, like government, is dynamic. The High Druid rank arrives once a pantheon is made. Then, when a religion is made, the High Druid becomes the High Bishop(Catholicism, Protestantism), Monk(Buddhism), Brahmin(Hinduism), Scholar(Confucianism), Patriarch/Matriarch(Eastern Orthodoxy), Caliph(Islam), Rabbi(Judaism), Shisai(Shinto), Guru(Sikhism), Jijiu(Taoism), Takhilch(Tengriism), or Dastur(Zoroastrianism).

It is possible to start a minor faith. To do so, PM me your beliefs, gods, etc. Then, I will announce it in the Session and you can try to convert others. It is unlikely to surpass the main religion, however.

Laws:
Spoiler :
These are laws that the government can create or destroy.
  • Slavery: Decided on at beginning, gives a free worker, is a punishment, has chance that there will be a slave uprising
  • Social System: Decided on at beginning, lowers government Popularity, gives Republic positions easier reelection, difficult for new rivals to arise
  • Communism: Available at ideologies, everyone is given same amount of money, gives temporary higher Popularity, gives leader more power
  • Capitalism: Available at Currency, people compete for money, not much Popularity when adopted, slowly gains
  • Gender Laws: Decided on at beginning, choose either complete male, male then female, male and female, female then male, or complete female.
Of course, the government can always propose new laws. These are just a few to start with.


Experience:
Spoiler :
Experience is gained in five fields. It is through actions or holding a position. The fields are:
Commerce: Gained through ‘Write economics book’ and holding Minister of Commerce
Culture: Gained through ‘Chronicle history of the Dutch’ and holding Minister of Culture
Faith: Gained through ‘Chronicle religious myths and stories’ and holding High Druid/High (see Religion).
Strategy: Gained through in-game battles, ‘Teach at battle school’, and holding Captain-General or Field-Marshal.
Technology: Gained through ‘Conduct scientific experiment’ and holding Minister of Research.


Actions:
Spoiler :
There are three types of actions. Some can be performed by only a few positions, some can only be done in certain events, and the rest are personal, which everyone can do.

Personal Actions:
  • Write a book: Available at Writing, 40% chance it sells, +8 wealth.
  • Compose music: Available at Acoustics, 40% chance it sells, +8 wealth.
  • Paint a painting: Available at beginning, 40% chance it sells, +8 wealth.
  • Move to a new province: Available once another province(city) is founded, -10 wealth, cooldown of 3 Sessions.
  • Start a petition: Available at beginning, factors are dependant on players
  • Hire assassin: Available at Renaissance, 30% chance poisons target, 5% chance kills target immediately, 10% chance actions are revealed, 5% chance assassin is killed, PM me for this action, doesn’t cost action slot, -20 wealth
  • Hire bodyguard: Available at Renaissance, 99% chance protects you from immediate death from assassin, 80% chance protects you from poison, -20 wealth
  • Write an economics book: +10 Experience in Commerce, +5 wealth
  • Chronicle religious myths and stories: Available at founded pantheon and Writing, +10 Experience in Faith, +5 wealth
  • Conduct scientific experiment: Available at Education, +10 Experience in Technology, +5 wealth
  • Chronicle history of the Dutch: Available at beginning, +10 Experience in Culture, +5 wealth
  • Teach at battle school: Available at beginning, +10 Experience in Strategy, +5 wealth
  • Join political party: Available once a political party is founded
  • Get a job: Receives random job
  • Quit job: Leaves job
  • Get married: Prerequisite for ‘Attempt for child’, 25% chance partner has good genes
Position Actions:
  • Choose research: Minister of Research
  • Command Great Scientist: Minister of Research
  • Command worker: Choose action for worker under your control
  • Choose city production: Choose production for city under your control
  • Command unit: Choose action for unit under your control or donate to Captain-General
  • Appoint Field-Marshal: Captain-General/Dictator/King/Queen/Stadtholder
  • Command Great General/Great Admiral: Captain-General
  • Command Great Writer/Artist/Musician: Minister of Culture
  • Veto decision: Stadtholder
  • Choose pantheon belief: High Druid/High (see Religion)
  • Choose religion belief: High Druid/High (see Religion)
  • Command Missionary/Inquisitor/Great Prophet: High Druid/High (see Religion)
Event Actions:
  • Declare war on seceding province: Available to government that was seceded from
  • Assassinate leader of seceding province: Available to government that was seceded from
  • Attempt to convince leader of seceding province: Available to government that was seceded from
  • Strike: Available to coup groups once they have gathered enough power
  • Impeach: Available to impeachment groups once they have gathered enough power

Children:

Spoiler :
Once you are married, every Session, there is a chance that a child is born which decreases as your partner and yourself age. There is a relatively high chance of getting a child in early marriage. A child is useful, for it can inherit your wealth and your rank if you are the King/Queen or Dictator. But there’s a chance that your child becomes spoiled, dies, etc. Also, please name your child.

The child has a 50% chance of being a boy or girl. If the laws are complete male or complete female and your child is the opposite gender, they cannot inherit. On the first Session you have a child, they have a 33% chance of dying. Then, after that, they are stable.

Not completely. If you are the ruler or a high rank, your child has a 20% of becoming spoiled. Spoiled means that Popularity is harder to gain, and if you lose inherited power, there is a 15% chance you die of depression.


Discussion and Submitting Actions:
Spoiler :
If you have no job, please feel free to voice your opinion in the thread. The government people should listen to them. Completely ignoring them will bring some misfortune. Hehe.

Use this format when discussing:

Name:
“I say, why don’t we buy a sack of potatoes? (Whatever you want to discuss.)”

Do not post your position actions or secret actions in the thread. PM me them. For the position actions, listen to what the citizens say about your action, then PM me what you've decided. For secret actions, read the actions list.
[/FONT]

:devil:
 
Joining as Heinrich van Absolut.

((I trust I have your support as your august monarch?:lol:))
 
Signing up as Willem van Magniv.
 
Henri van Jeho, male obviously.

Also requesting/suggesting alterations to two rules.

-

Rule Alteration Request I

-

referring to the section on governments I refer to this...

When Writing is researched, a choice between Monarchy or Republic is given. If the Chief chooses Monarchy, he/she will become King, but it will lower their popularity for a while. If he/she choose Republic, they will become Stadtholder and their popularity will rise.

I would argue that it should be amended so that two things are taken into consideration, firstly personal popularity and secondly general political consensus.

On the first point: If a chief is loved and idolised than declaring himself King should have no negative consequences to his own popularity (since reasonably public adulation of him personally would lead to general approval of his decision) and indeed reinforce his own popularity. If he is less popular than that then such a declaration should constitute a negative pressure on his opinion ratings as stated. However this might not necessarily lead to a lower popularity rating, referring to the second point below.

On the second point: If the majority of influential actors approve of monarchy, and making the chief King, than the negative pressure a unilateral declaration of kingly dignity for a less than loved chief would manifest should be nullified (either in part or in whole depending on the amount of said actors approving). However popularity should not reasonably be expected to increase.

Finally with regards to republic, and a chief choosing to be stadtholder. I think a chief below the level of loved in terms of personal popularity should (as noted) see their popularity increase, but one above loved should see it slightly decline (since they can be presumed to be seen to be letting down their many fans expectations)

-

Rule Alteration Request II

referring to the section of children and the following passage...

Once you are married, the action ‘Attempt for child’ becomes available

I suggest that instead one a marriage contract has been concluded, that "attempting for children" is assumed to take place each turn (with an RNG chance of a child each turn being set in place, taking into account factors such as the age of the wife [fertility rapidly dropping post 35 naturally], instead of requiring a player to actually take the action. The reason I would argue for this is since I think its a bit counter-intuitive to require it since obviously marriage presupposes that the couple engages in the marital act. If there is a statistical problem with regards to excessive children, I think this can be resolved by increasing the child mortality rate and/or lowering the relative success chances each turn from the general high of 75%
 
Wonderful, regarding more sign-ups! :)

About the rule alterations, I find that they are superior to the present. As soon as I have the time, I'll change them.
 
Some Facts That Should Have Been Mentioned:

I'll start the game at 5 players.
-The capital will be named after the chief's surname.
-The rest of the cities will follow, using random surnames to make it more roleplay-ey. Van literally means 'from', suggesting oneself is from, for example: Evert van Echertretch. His name is Evert and he's from the town of Echertretch.
 
((Its the equivalent of noble middle "names" like German von and English of or Ottoman han))
 
Perhaps we should start the game in hope of attracting new players?
 
Session No. 1

The people have wandered aimlessly for many millennium. They followed the herds of cattle, but now, the people of the earth are settling into communities because of the invention of agriculture. The previous chieftain has perished from an illness, and his son has arisen to lead the Dutch people. Chief Willem van Magniv, we await your orders.

CivilizationV_Tablet%202015-05-11%2017-20-29-78_zpsnwss1qsh.png

Tasks:
  • Settle
  • Actions for worker

(I would recommend moving to the jungle hill adjacent to the mountain, for better defense and an observatory later on. Lots of room for polders also.)

Due to no city currently, citizens' actions are unavailable.
 
I pledge myself to Chief van Magniv and swear to uphold his laws and honor. I similarly pledge myself to the Dutch people and pledge to defend their person and property.
 
((Mwahahahaha! Let my reign begin!))

Would it be possible for future maps to have tile yields included?

For the first turn, move our settler one tile southeast, and move the warrior one tile southwest.
 
GM query: Are there limits on the number of actions one can do, or are our actions unlimited and dependant merely on the faculties a character possesses? (note, am fully aware that aforesaid actions only become available upon the city being established)

-

IC: Congratulations are in order for the chief, may his rule be just and years long! However I would advise him to refrain from moving camp (our settlers) until after reports have come back from our warriors scouting for the sake of ensuring our actions related to establishing a permanent settlement are done with the most possible information. Such prudence would be done in the best example of his Lord Father, the late chief, and would serve him well throughout the span of his tenure, however long or short it may be and in the many future decisions of importance that will be his to make.
 
OOC: Is it allowed to give orders for the warriors only, or does it have to be for the entire turn?
 
GM query: Are there limits on the number of actions one can do, or are our actions unlimited and dependant merely on the faculties a character possesses? (note, am fully aware that aforesaid actions only become available upon the city being established)

-

IC: Congratulations are in order for the chief, may his rule be just and years long! However I would advise him to refrain from moving camp (our settlers) until after reports have come back from our warriors scouting for the sake of ensuring our actions related to establishing a permanent settlement are done with the most possible information. Such prudence would be done in the best example of his Lord Father, the late chief, and would serve him well throughout the span of his tenure, however long or short it may be and in the many future decisions of importance that will be his to make.

There is a limit of 2 personal actions every Session. In-game position actions must be performed upon availability and doesn't take a slot of a personal action.


OOC: Is it allowed to give orders for the warriors only, or does it have to be for the entire turn?

I'm sorry, but I'm not sure what you mean.
 
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