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Post by Lepking13 on May 6, 2014 16:00:54 GMT -6
All changes or additions to the rules of the thread will be put into this post so make sure you glance back here every now and again. These rules are absolute, any breaking or attempts to circumvent will result in your civilization's instant eradication as an 'act of god'.
Anyone that has played Civilization games before will know a bit better what I'm trying to explain, but don't let that dissuade you from joining.
Each player is going to be responsible for the growth and maintenance for an entire civilization. Everyone is going to start out with a single small village, with between 10~40 'citizens' that they will have to take care of based upon their species. Actions to take care of villagers will cost a certain amount of turns, such as change of policies or research.
Each of the different species will have different pros and cons to choosing them, which will apply to all levels of the game and will balance them as agreed upon by a majority of players. These will be in a later post.
Growth to further tiers will require specific research, in order to meet a cooperative 'minimum' for all species. These will be specified and posted later.
Rules: 1. Do not attempt to cheat by stating that you've gone through 17/20 turns required for an action when you have in fact only gone through 13.
2. You must obey all cons of the species you've chosen. If they are incapable of using a specific policy you cannot enforce it.
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Post by Lepking13 on May 6, 2014 16:01:20 GMT -6
This post has the list of species, with pros and cons that I believe are balanced. Any additional species must be, to me, properly balanced before I will put forward for the other players to vote on their pros and cons. When a game starts, all pros and cons will be locked until such time as the game ends or all civilizations representing that species are destroyed in the current play. Each of these aspects can be remade if enough people demand it. If you have a species you wish for me to add for use submit it to me with all necessary information in appropriate format Species: Unicorns Basics: - Food Production: 4 per turn per farmer/10 per turn per Golem
- Mineral Gain: 1 per turn per miner/10 per turn per Golem
- Population Growth: 1 every five turns per Ten citizens (Rounded down)
- Food Consumption: 1 per turn per citizen
Pros: - All spell research is 20% more effective
- All physical tasks can be automated with Golemancy research
Cons: - All unicorn cities will receive 100% damage from natural disasters
- All golems cost 30% additional resources per Golem already built in a town
Pegasi Basics: - Food Production: 6 per turn per farmer
- Mineral Gain: 2 per turn per assigned miner
- Population Growth: 1 every five turns per Ten citizens (Rounded down)
- Food Consumption: 2 per turn per citizen
Pros: - Cloud Cities immune to all earth based natural disasters
- 10% increased military strength per unit, 10% lower research length on military
- Cloud cities cannot be occupied without cloudwalking spells or flying machinery
Cons: - Takes 20% additional damage from storms and tornadoes
- Cannot build superheavy units
Earthers Basics: - Food Production: 10 per turn per farmer
- Mineral Gain: 4 per turn per miner
- Population Growth: 1 every three turns per Ten Citizens (Rounded down)
- Food Consumption: 1 per turn per citizen
Pros: - Takes 75% reduced damage from earth based natural disasters
- 25% increased damage with siege weaponry
- Military starts out with ranged weaponry
Cons: - Requires both Mech-works laboratory and Helicopter Research to occupy Cloud cities
- Receives 10% additional damage from Magical sources
Griffins Basics: - Food Production: 8 per turn per farmer
- Mineral Gain: 3 per turn per miner
- Population Growth: 1 every eight turns per Ten Citizens (Rounded Down)
- Food Consumption: 2 per turn per citizen
Pros: - 15% increased damage per unit
- All citizens count as 1/2 strength of lowest unit present when defending cities
Cons: - 20% longer research times
Dragons Basics: - Mineral gain: 8 per turn per miner
- Population Growth: 1 every fifteen turns per Eight citizens
- Food Consumption: 1 per turn per citizen
Pros: - Minerals count as food
- Soldiers take 25% reduced damage from magical sources
Cons: - Population cap for cities based on tier of civilization
Changelings Basics: - Food Production: 6 per turn per Infiltrator in cities
- Mineral Gain: 2 per turn per miner
- Population Growth: 2 every six turns per eight citizens
- Food Consumption: 1 per turn per citizen
Pros: - Starts out with Subterfuge units, reduced time to create Infiltrators
- No revolutions possible
Cons: - Cannot infiltrate unicorn or unicorn occupied cities
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Post by Lepking13 on May 6, 2014 16:01:35 GMT -6
Blessings
There will be blessings from the gods that increase resource production or give bonuses to specific units in combat
Rains: Food Production increased by 50%, applicable for 1~10 turns
Soft Earth: Mineral gain increased by 50%, applicable for 1~6 turns
Blessing of Fertility: Doubles population gain rates of all cities, applies to next turn where the cities gain citizens. Only one can be queued at any time, and cannot be reused until 30 turns after the last city affected.
Disasters
As in all civilization style games, there will be disasters that adversely affect every player in the game. Excluding those prevented by species abilities (Pegasi Cloud City immunity to earthquakes) in certain occasions.
Length of all disasters are chosen by Thread Master unless specified here.
Tornadoes: Reduce all city populations by 10%, applicable for only a single turn. Cannot be used more than once every 20 turns.
Earthquake: Reduced Mineral gain by 50%, applicable for 1~6 turns
Drought: Reduced Food production by 50%, applicable for 1~10 turns
Raiders: Reduce all gathered food and mineral supplies by 1/2
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Post by Lepking13 on May 6, 2014 16:02:00 GMT -6
Policies Different Policies affect certain aspects, such as resource gain as well as research times. On top of this, there are a few policies that some species simply cannot use. I will specify further what each of these does for specific tiers of civilization in the tier list. Democracy - Provides 20% bonus to resource gathering
- Increases turns required before revolution occurs by 2 per tier
Monarchy - Increases defense bonus of units defending cities by 25%
Oligarchy Dictatorship Militarism [/ul]
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Post by xinrick on May 6, 2014 17:46:07 GMT -6
(Mind if I pick Earthers? And also, sorry for quoting on a post that shouldn't have been quoted)
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Post by Lepking13 on May 6, 2014 17:52:15 GMT -6
This thread isn't for the actual RP'ing, it's for the basics for the actual RP. As a sort of reference to the species, the research trees, the different evolutions of the civilizations. Not to mention multiple people can play the same species in any given RP. You could have five people all playing Earthers, and whoever does it most strategically wins. Right now I just need help getting together the logistics. And if a post is exceptionally long, don't quote everything in it.
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Post by xinrick on May 6, 2014 17:53:38 GMT -6
This thread isn't for the actual RP'ing, it's for the basics for the actual RP. As a sort of reference to the species, the research trees, the different evolutions of the civilizations. Not to mention multiple people can play the same species in any given RP. You could have five people all playing Earthers, and whoever does it most strategically wins. Right now I just need help getting together the logistics. And if a post is exceptionally long, don't quote everything in it. Ok then. I'll make a note on that. But what will it take to cause a disaster like an earthquake or a tornado to happen? Random turns do random things or something?
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Post by Lepking13 on May 6, 2014 18:01:10 GMT -6
The disasters are entirely up to the thread master, as are all events that affect all players. He could have some form of disaster every turn, or not have one at all.
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Post by xinrick on May 6, 2014 18:04:26 GMT -6
The disasters are entirely up to the thread master, as are all events that affect all players. He could have some form of disaster every turn, or not have one at all. Ah, that makes sense. But what about the turn system? Does everyone get a post before the 'turn' ends? Because I don't want to always spam a post every time someone posts.
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Post by Lepking13 on May 6, 2014 18:16:22 GMT -6
Each player gets one post per turn, and each turn is marked by the Thread Master's post. Besides, I don't understand why you had to respond to every single post in the first place. All it did was fill up the threads with unnecessary responses to each individual that you could have done all together in a single post.
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Post by xinrick on May 6, 2014 18:18:21 GMT -6
Each player gets one post per turn, and each turn is marked by the Thread Master's post. Besides, I don't understand why you had to respond to every single post in the first place. All it did was fill up the threads with unnecessary responses to each individual that you could have done all together in a single post. Ok then. But sometimes I have to do that because of my tablet and not being able to do that in the first place. But on my computer I can do that just fine.
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Post by Lepking13 on May 6, 2014 18:27:09 GMT -6
So how do you wanna help with this?
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Post by xinrick on May 6, 2014 18:28:50 GMT -6
So how do you wanna help with this? Yeah I wouldn't mind helping out. But is it just ponies and griffins? Let me ask that if it's not too much of a hassle.
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Post by Lepking13 on May 6, 2014 18:42:53 GMT -6
No, there's no limit to the number of species available so long as they're balanced. Right now I'm just balancing out the Equestria Canon species.
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Post by xinrick on May 6, 2014 18:53:22 GMT -6
No, there's no limit to the number of species available so long as they're balanced. Right now I'm just balancing out the Equestria Canon species. Well then....how about dragons? There pro's can be there strong so they take less damage from natural disasters and fights between other people, be able to fly to cloud city's, and be able to mine and farm(or forge I don't know) a lot of things quickly. But the draw back is that there slow with traveling sometimes, they won't be able to create new tech as quickly as others, and some other cons and pros that I can't think of right now. That sound good?
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Post by Lepking13 on May 6, 2014 19:01:34 GMT -6
I already made dragons, although the pros and cons can be changed if enough people feel bad about them. Right now, just look at what I've got listed and try to think of other species you think could be used.
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Post by xinrick on May 6, 2014 19:06:23 GMT -6
I already made dragons, although the pros and cons can be changed if enough people feel bad about them. Right now, just look at what I've got listed and try to think of other species you think could be used. Hmm...what about Chimera's? We know that there's at least one sentient one in the universe so what would happen if there was more? That could be taken into account. Also I looked at the others and they look good. But what about the 'Revolutions'? Is that the thread masters decision?
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Post by Lepking13 on May 6, 2014 19:18:04 GMT -6
Chimeras could be interesting, but implementing them would be difficult. If enough people want them, I'll see about putting them in. As for revolutions, I'll go into detail on that when I make the Policies. To sum it up quickly, if a city can't produce enough food for a number of turns then that city will go into revolution. If that happens, the city stops all production and halts all research or projects until the revolution is done. After the revolution is finished, the entire civilization(All cities belonging to that player) changes to a different general Policy. It can change from democracy to oligarchy, or monarchy, or dictatorship. The length of the revolution is based on the tier of the civilization and whether or not it is suppressed through military means. If a large enough military force is present in the city at the time of revolution or soon after, there will be no Policy change although the city will have reduced production for ~5 turns.
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Post by xinrick on May 6, 2014 19:20:09 GMT -6
Chimeras could be interesting, but implementing them would be difficult. If enough people want them, I'll see about putting them in. As for revolutions, I'll go into detail on that when I make the Policies. To sum it up quickly, if a city can't produce enough food for a number of turns then that city will go into revolution. If that happens, the city stops all production and halts all research or projects until the revolution is done. After the revolution is finished, the entire civilization(All cities belonging to that player) changes to a different general Policy. It can change from democracy to oligarchy, or monarchy, or dictatorship. The length of the revolution is based on the tier of the civilization and whether or not it is suppressed through military means. If a large enough military force is present in the city at the time of revolution or soon after, there will be no Policy change although the city will have reduced production for ~5 turns. Well then...that's pretty interesting.
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Post by Lepking13 on May 6, 2014 19:31:41 GMT -6
Yeah, this is going to be a complex system once it's fully set up. Each of the different policies provides a different bonus to certain things, and the only way to change them after it's started is through a revolution. Unfortunately, what it changes to is up to the Thread Master. Changelings have the highest difficulty gather food, because they have to infiltrate other cities in order to get any, but in return their policy can't be changed if a city runs out of food.
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Post by xinrick on May 6, 2014 19:33:45 GMT -6
Yeah, this is going to be a complex system once it's fully set up. Each of the different policies provides a different bonus to certain things, and the only way to change them after it's started is through a revolution. Unfortunately, what it changes to is up to the Thread Master. Changelings have the highest difficulty gather food, because they have to infiltrate other cities in order to get any, but in return their policy can't be changed if a city runs out of food. Sounds about right. Man, Civilization games are ten times more complicated in forethought than actually doing it....and I'm probably gonna be running around in circles doing bad things.
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Post by Lepking13 on May 6, 2014 19:44:34 GMT -6
Yeah, when you put a lot of thought and detail into it it can get very complicated in theory. In practice, there's only a handful of information that each player has to keep track of, and some the Thread Master has to keep track of.
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Post by xinrick on May 6, 2014 19:49:21 GMT -6
Yeah, when you put a lot of thought and detail into it it can get very complicated in theory. In practice, there's only a handful of information that each player has to keep track of, and some the Thread Master has to keep track of. Yeah...never actually played a civilization game before so I will mess up stuff a lot.
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Post by featherbook on May 9, 2014 11:52:01 GMT -6
Yeah, when you put a lot of thought and detail into it it can get very complicated in theory. In practice, there's only a handful of information that each player has to keep track of, and some the Thread Master has to keep track of. Yeah...never actually played a civilization game before so I will mess up stuff a lot. You've never plated a Civilization game before!? They're my favourite And this will be a interesting, RP. I'll give it a try.
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Post by xinrick on May 9, 2014 11:53:02 GMT -6
Yeah...never actually played a civilization game before so I will mess up stuff a lot. You've never plated a Civilization game before!? They're my favourite And this will be a interesting, RP. I'll give it a try. If Lep isn't pissed at me then sure.
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Post by Lepking13 on May 9, 2014 12:45:12 GMT -6
If I was pissed at you, i would have decked your guy in the face before going on to burn the two. I've never actually played, hands on, a Civ game either. All of this is coming from videos I've seen of the gameplay and some research into similar threads I've found on other sites.
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Post by xinrick on May 9, 2014 12:47:33 GMT -6
If I was pissed at you, i would have decked your guy in the face before going on to burn the two. I've never actually played, hands on, a Civ game either. All of this is coming from videos I've seen of the gameplay and some research into similar threads I've found on other sites. Kind of thought you would have done an infinite times worse. Me and Paladin always thought we were pretty much dead just by that
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Post by Lepking13 on May 9, 2014 13:22:28 GMT -6
Its not the first time its happened to me, and it won't be the last. Why should I punish you two when I can punish those two?
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Post by featherbook on May 9, 2014 13:25:47 GMT -6
Neither of you have played a Civ game? D:
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Post by xinrick on May 9, 2014 13:28:05 GMT -6
Neither of you have played a Civ game? D: I've only played those military RTS's like Warcraft or some sillyness. Its not the first time its happened to me, and it won't be the last. Why should I punish you two when I can punish those two? Because I forgot who your character was in love with, and when I was hoping that I was wrong and freaking out like mad, I was right and I felt horrible...but let's drop it because I don't want to cause worse things to happen.
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