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Birth of Civilization: A Roleplaying Scenario: 9/22/2014 01:02:37

[Wolf] {F} Kellen the Conquerer
Level 51
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I thought the game started and that was turn 1 introduction.
Birth of Civilization: A Roleplaying Scenario: 9/22/2014 01:30:29


Genghis 
Level 54
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Lol that was just an example of how it it'll be in-game.
Birth of Civilization: A Roleplaying Scenario: 9/22/2014 23:32:04

[Wolf] {F} Kellen the Conquerer
Level 51
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Oh
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 05:59:08


Genghis 
Level 54
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I'm currently finishing up things for gameplay. Will paste it all here tomorrow. Get ready for the wall texts. ..
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 22:08:37


Genghis 
Level 54
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Ahem, my current ideas on the workings of this game!
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 22:09:02


Genghis 
Level 54
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Era Progression

Pre Gathering / 1900 BC - 1100 BC
Peace Era / 1100 BC - 800 BC
Age of Unification / 800 - 100 BC

specifics
Pre Gathering
During the Pre-Gathering, players will run rampant as there are no in-game rules for this entire period. It is here players will be deciding their technological routes once they understand the personalities of their neighbors. Barbarians will essentially become no different than the average kingdom/empire. Towards the end of this period, players will unlock more and more potential for their routes of existence. Every turn consists of 50 years.

Peace Era
During the Peace Era, a strict rule of nations cannot war with other nations will be enforced. This gives more peaceful players a chance to thrive and spares the lives of dying countries. Also, the Nations Gathering will be formed, a sort of Proto-UN where players may establish new rules and decide on important matters. Every person is forced to fall in line with these decisions. Every turn lasts 30 years.

Age of Unification
During the Age of Unification, players will be automatically turned loose into a world of warring again. However, depending on what the Nations Gathering decided, new " rules " will be in effect. Nations can choose whether or not to continue following NG resolutions or pursuit a trend to barbarism/isolationism/conquering. Because of the usual high tensions caused by the Peace Era, its namesake is very obvious. Its either grand conquests or a world united by Peace. Each turn lasts 20 years.
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 22:09:28


Genghis 
Level 54
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Technological Growth

Tech Types
Economy
Military
Diplomacy
Government

specifics
Acquisition
Technologies are earned in the 3 following ways
  • Starting Region
  • Trade
  • Research


Starting Region
Based on whether you start off as a Chinese Dynasty, Indian Culture, Mesopotamian Empire, Mesopotamian Kingdom or Mediterranean Kingdom, you will get automatic technologies to give you nudges to a victory route or an early benefit of a good supplement to the route you really want.

Trade
Nations may trade technologies along with other things, but if a trade route becomes destroyed, the technologies traded will be lost for both empires, and they will lose further access to that tech unless they Research it themselves.

Research
Based on economic value of your empire, your nation will receive a steady stream of science to use for researching technologies.

Applications
New technologies can A) Improve your Economy B) Advance your Military C) Open up new forms of Government and D) Enhance Diplomatic capability. Naturally, Science will be one of your constant focuses.
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 22:09:44


Genghis 
Level 54
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Complete Tech Tree

Organization ( 20 )< Stone >Anarchy ( 20 )
_________^________________________|
Basic Tactics ( 30 ) Absolute Monarchy ( 30 ) Representation ( 30 )
________|___________________________________W
Horseback Riding ( 50 ) Constables ( 40 ) Republic ( 40 )
___________________V___________________________|
Law ( 80 ) < Copper > Freedom ( 100 )
____|______________V _________ |
Worship ( 110 ) Calendar ( 110 ) Slavery ( 150 )
_____|__________V_____________V_______|
Monotheism ( 130 ) Polytheism ( 130 ) < Bronze >Hypocrisy(140)Oppression(140)
_______|________________|___________________________________V_______|
Tributes ( 200 ) Religious Tolerance ( 230 ) Revolution( 220 )
__________^___________________|___________________V_______|
Genocide(250) Theocracy(250)< Iron > Equality(270) Jihad(260) Militia(300)
______________V___________________________________________W
Religious Fighters(320) Conscription(320) Co-Existence(350)
_____________________________\|/
Age of Glory ( 500 )
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 22:10:06


Genghis 
Level 54
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Military

Whether you are a defensive, peaceful player or an aggressive warmonger, the tech tree will still give you your fair share of some sort of military prowess. How exactly does Technology affect Military? Well, here we go.

Organization
This allows you to build +3 more troops than usual for your stacks( base is 5 ). This will be important for making other nations' defenses easily penetrable.

Basic Tactics
You will be able to maintain +5 more troops on your stacks. Peaceful players will be easy pickings.

Absolute Monarchy
You will be able to build +3 troops on your stacks. Good for more defensive types.

Horseback Riding
If you discover any horses around you, you will be able to now attack 2 times in one turn with the same stack, making your army much more effective. ( however, you can only choose 1 stack to apply 1 of your horse resources to ).

Constables
Behind your main borders, you can build +7 more troops in your stacks. Very smart idea for the defensive type. ( During wartime, you can bring those troops to the front!)

Law
+4 to your frontline stacks and +2 to your " Constable " stacks.

Slavery
This is a very interesting technology. It enforces -2 to your frontline stacks, but does +5 for your " Constable " stacks. A defender's choice.

Monotheism & Polytheism
If you have a neighbor who has decided differently than you in the choice of monotheism or polytheism, it's +4 for your frontline borders! Let the religious wars commence!

Religious Tolerance
+5 to your Constable stacks, +1 to your frontline stacks that border a monotheistic/polytheistic neighbor IF you choose to practice tolerance. Someone who follows Monotheism/Polytheism couldn't get their frontline bonus with you, which means you can use this as a deterrent.

Revolution
Though you have to change your government type ( ex. finish researching it on turn 27 and the Revolution ends on Turn 30. ) and revolutions last 3 turns, you do get to use a reinforcement card for every turn you are in a revolution plus during the revolution your borders can spike up +10 on your frontline stacks! However, you cannot declare war for the first 2 turns of a revolution.
This is a great choice for warmongers or a powerful deterrent while your gov't bonuses are gone.

Genocide
During a revolution, you can move Constable stacks to your frontlines AND they can stay there! Remarkable bonus, though because they're in 2 separate trees, this means you'd have to be a very science savvy warmonger....

Jihad
If you declare war to a player who has a different religious view ( including Tolerance ) then up to 3 of your stacks gain +1 movement! With horseback riding, you could have up to 9 territories easily conquered!

Militia
Constable stacks get a pleasing +15 maximum. Good counter to Jihadists or aggresors.

Religious Fighters
During a " Jihad ", this tech allows the player to use 1 reinforcement card every 2 turns ( ex. start war on 35, can use one on turn 37, then one on turn 39, etc. ). Powerful bonus.

Conscription
If you are on the receiving end of a war, you can use 1 reinforcement card every 2 turns ( like religious fighters sort of ). If on the offensive ; however, you can use one at will, but you will face severe public backlash if you get too cocky with it. ( People will overthrow your oppression within your borders! )

Age of Glory
This is a spam-research tech, meaning you research it over and over. Every time you do, it adds +5 maximum to your frontline borders!

Summarization
( w/o Age of Glory and not including special cases )
Top Constable Stack - 45
Top Frontline Stack - 29

Special case time!

Indian Cultures
These guys get +2 to frontline stacks and -1 to constable stacks after researching Constables, and keep getting that effect for every other tech they research ( making them big warmongers or very secure peacetypes ).

Italian Kingdoms
These guys get +5 to frontline stacks and +3 to constable stacks if they research :

Basic Tactics
Republic
Law
Slavery

Egypt in Particular
Gains +1 to constable stacks every time they research a new tech ( an effect that could accumulate to 28 maximum before Age of Glory! )
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 22:10:25


Genghis 
Level 54
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Trade/Economy
Trade is a simplistic, yet powerful feature that is supplementary to Economy, but economy is dependent on trade heavily.

Applications
Trade produces money. Money produces science, upkeeps and trade. Science produces military, military requires upkeep. Science produces new trade possibilities and boosts economic factors. And then trade produces even better economy! The point is, your economy will be a decisive factor in your survival and trade will help your economy.

How To
Initially, you can choose up to 2 trade routes with other cultures. You can only trade with nations you border, and it has to be land trade routes. However, here are some important techs to make you trade capital of the world!

Organization - Horseback Riding - Slavery - Revolution - Co-Existence
Organization doubles the amount of trade routes you can have. Horseback riding doubles their profitability. Slavery adds another +50% to your profits from trade. After researching revolution, your trade routes with nations gain another +50% if they are in a revolution, and if you are in a revolution, you get another +50% amount of trade routes! Huzzah! If you take Co-Existence (hippy), you'll get to trade with any nation who is not at war. While Trade DOES favor peace ; Economy, on the other hand, favors warmongers or more left-wing governance. Here are some techs to make you an economic powerhouse.


Organization - Anarchy - Absolute Monarchy - Representation - Freedom - Law - Monotheism/Polytheism/Tolerance - Slavery - Theocracy
Organization will give you +1 income for every territory you own. Anarchy will give you +4 income for every territory you own while under 8 territories in size ( maximum 28 bonus! ). Monarchy will give you +20% income ( you'll have to be a Monarchy gov't for this effect ). Representation gives you +5% income for every territory you own while you control less than 10 territories ( maximum +45% bonus! ). Law increases your income yield by 1 for each territory. Freedom offers +4 income for every territory you control that borders your capital ( oh, and +2 just for having a capital! Sea terries don't count ). Mono/Poly = +10 income for every nation you border that is not your religious option. Tolerance gives you +15 income for every nation you border that's mono/poly ( lol you essentially make a monopoly from Monopoly ). With Slavery, you get a one time sum of +80 whenever you take a territory ( even if you lose it that same turn ). Theocracy gives you +40% income if you are Mono/Poly, but you get a -10% science penalty ( that is , if you go theocratic for your gov't ).

Applications
Buy spies, mercenaries, improve internal wellbeing and get Golden Ages if you invest in them!
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 22:10:46


Genghis 
Level 54
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Government
Many technologies offer new government types. Government is a supplement to your economy at times, but it mainly affects your science and diplomacy.

Here are some technologies to look into for changing up your government.

Organization-Anarchy-Monarchy-Republic-Freedom-Slavery-Oppression-Theocracy-Equality

Organization and Anarchy open up Class System and Anarchy, respectively. Monarchy opens up Monarchy. Republic and Freedom open up Republic and Democracy, respectively. Slavery and Oppression open up Empire and Anti-Democracy respectively. Theocracy and Equality open up Theocracy and Free Market respectively.

Anarchy - No science is generated, get only 60% of your usual income ( revolution technology opens up 100% income during revolutions, and you revert to anarchy as intermission while switching gov't). However, you can attack without declaring and are not bound by any rules.

Class System - For every territory worth 1-2 armies you control, get +3 income. For every territory worth 3-5, get -1 income.

Monarchy - +20% Income. Get 80% of your normal income if you are at war with someone who has Free Market, Republic or Democracy.

Republic - Gives you +20% income if you own less than 6 territories. Lose 200 gold if you start a revolution.

Democracy - For every territory worth 3 - 5 armies, gain +3 income. For every territory worth 1-2 armies you control, get -1 income.

Empire - +30 Income if you control land once owned by another culture. +20% Income if you control land that is separated by water. Go down to 70% science generation.

Anti-Democracy - Gain +0.1 income for every army you control. Lose 1 income for every territory you control. +10% Science.

Theocracy - If you are Mono/Poly, gain +40% science, but lose 40% income. If you are NOT Mono/Poly, gain +30% Income, but lose 50% Science.

Free Market - +10% Income for every territory that does not have more than 1 armies on it. -5% income for every territory that has more than 1 armies on it.

You can mix and match government types! Researching Freedom, Tolerance and Polytheism all allow you to add one more government type to your Gov't. However, revolutions last one turn longer after researching any one of these ( research all 3? 6 turn revolutions :-( )
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 22:25:50


Genghis 
Level 54
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tl;dr for you?


That's not even half of it! It's actually more like two-thirds.
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 23:06:33


Genghis 
Level 54
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Barbarians, Era Advances and Projects

Barbarians are an interestingly play. They are forever stuck in a special government all their own, " Barbarism ". Barbarism doesn't allow for any science generation to occur. You forever gain a fixed stream of income. You have no army stack caps and pay 50% upkeep for your army.

Era Advances
Moving into a new era has stellar advantages! This includes opening up International Projects, acquiring Golden Ages, technologies not tailored to the tech tree and a large set of possible anomalies! Here are some basic era advance bonuses.

Stone ---> Copper
Golden Age for the first to advance.
After all have advanced to Copper, the Barbarians become much more powerful.
+10% income for advancing.
Copper ---> Bronze
Golden Age for then first to advance.
Silver Age for anyone else who advances.
Discover Technology Shipbuilding, which allows you to construct basic boats if lumber is around you.
Bronze ---> Iron
A Powerful Army for the first to advance.
Discover Technology Bigger Ships, increasing Naval Trade Routes' profitability by 200% if a concentration of silk/linen etc. is in your area.
Barbarians become even stronger.

International Projects
Each era unlocks a world wonder project that the whole word can participate in!
Stone unlocks Stonehenge ( 100 )
Copper unlocks Pyramids ( 200 )
Bronze unlocks Hanging Gardens ( 300 )
Iron unlocks Parthenon ( 400 )

To construct these projects, you must devote either 10%, 20%, 50%, or 100% of your science to construction. The highest donors will not only host the wonder, but also acquire its benefits! People who assist will receive beneficial bonuses as well.

Stonehenge Benefits
Biggest Donor : Can view all civilizations once. Acquire technology " Calendar ".
Other Donors : Can view 1 civilization.

Pyramids Benefits
Biggest Donor : Enter a Golden Age. Receive a +20% Income boost.
Other Donors : Either enter a Silver Age or receive a large lump sum of money.

Hanging Gardens Benefits
Biggest Donor : + 2 Trade Routes ( before bonuses applied ). Trade routes +50% more valuable.
Other Donors : +2 Trade Routes.

Parthenon Benefits
Biggest Donor : Enters a Silver Age. Enrolls a barbarian tribe of their choosing into their empire ( they become the Empire's vassal ).
Other Donors : Enter a Silver Age.

The Biggest Donor chooses a territory to place his World Wonder. If this territory is ever taken, the new controller acquires its benefits.

Edited 9/23/2014 23:07:05
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 23:19:52


Genghis 
Level 54
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Research, Income, Golden and Silver Ages

The normal research income is 10, but you receive +10 for every era advance. For every territory, you get +1. You require a normal gold income of 10, but +10 for every era advance. For every territory, you get +2. Depending on how you want to divvy up your income, you'll be spending it on upkeeps, devoting it to science or stocking it up for a time of need.

Ages
A Golden Age ups your research by +50% for 5 turns (round up). They also give you a much lesser chance of catastrophic anomalies and a better chance of beneficial anomalies. Internal happiness is greatly increased and income is increased by +10%.

A Silver Age ups your research by +20% for 10 turns(round down). They give you a slightly lesser chance for catastrophic anomalies, but less of a chance for beneficial ones either. Internal Happiness is higher than normal, and income is increased by +10%.
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 23:21:16


Genghis 
Level 54
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Military Upkeep

For every frontline army you have, you'll need to devote 0.5 gold to it every turn. For every constable army, you must devote 1 gold to it every turn.
Birth of Civilization: A Roleplaying Scenario: 9/23/2014 23:36:01


Genghis 
Level 54
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Cultural/Regional Traits/Bonuses
Italian Kingdom
---------------
Acquire Shipbuilding and Bigger Ships one era advance earlier. ( Already mentioned trait above).
Starting Tech = Basic Tactics

Greek City-State
----------------
Technology costs for Organization, Anarchy, Representation and Republic halved. Technology costs for Freedom and Monotheism doubled.
Starting Tech = None ( After researching Republic, you may acquire a new technology that you could already research )

Egypt
----------------
Acquire a construction bonus of +40% whenever you are building the Pyramids. -20% construction penalty for building any other project. ( Trait already mentioned above ).
Starting Tech = None ( Acquire Horseback Riding after Researching Absolute Monarchy )

Mesopotamian City-State
----------------
+10% Science if you follow Polytheism.
Starting Tech = Anarchy

Mesopotamian Kingdom
----------------
-40% Military Upkeep during the Bronze Age. +20% Technology Costs for Representation, Republic, Freedom and Horseback Riding.
Starting Tech = Absolute Monarchy

Mesopotamian Empire
-----------------
+1 Movement for stacks with horses. Do not receive a movement bonus from Jihad.
Starting Tech = None ( Acquire Slavery immediately after researching Freedom or Law )

Indian Culture
-----------------
+1 Initial Trade Route. ( Trait already mentioned above ).
Starting Tech = Organization

Chinese Dynasty
-----------------
Golden Ages yield +40% income. Silver Ages do not give Research bonuses. Cannot use horses for your stacks. Acquire Law after you research the appropriate techs.
Starting Tech = Absolute Monarchy
Birth of Civilization: A Roleplaying Scenario: 9/24/2014 06:08:31


Polakillo
Level 57
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Im in if possible =)

have you ever played hearts of iron?? :P
Birth of Civilization: A Roleplaying Scenario: 9/25/2014 06:04:26


Latnox 
Level 60
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I see someone played Civilization :)
My favorite part is CIV IV Beyond the sword.

Do you think, that If I played a game alot, can I figure out rules without reading EVERY single post? :)
Birth of Civilization: A Roleplaying Scenario: 9/25/2014 13:34:16


Genghis 
Level 54
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I like civ, but you'll notice the clear distinctions. I'd recommend you at least skim the posts. After I get done making a rough draft scenario, I'll underline the most important stuff.

Edited 9/25/2014 13:34:29
Birth of Civilization: A Roleplaying Scenario: 9/29/2014 04:07:53


Genghis 
Level 54
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Alright, after studying a few maps, I finally got an image of what I want for my scenario! The mapmaking will begin tomorrow, guys.

Possible Expansions on the Ideas Presented !?!?

20th Century
16th-19th Centuries : Days of Imperialism
New Millennium
First Millenium AD
Pax Romana
The Great Schism : 10th - 16th Centuries AD
Sengoku Japan
Common Sense : American Revolution, French Revolution, War of 1812, Napoleonic Wars, US-Mexican War and American Civil War
Rise of Mongolia
The War on Terror
The Eternal War
Post-Apocalyptia : 2450 AD
Robot Revolutions

As you can see, there's endless possibilities of where to branch off to with this! It's great to hear any feedback or support. To reaffirm my earlier statement, just a little longer and this show will be on the road.
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