Ever wanted to run your own civ? Well, now's your chance! Diplomacy, warfare, economics, and stabbing your allies in the back! BUILD-A-CIV!
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 Build-A-Civ Rules (Expect expansion)

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Join date : 2015-06-01

PostSubject: Build-A-Civ Rules (Expect expansion)   Tue Jun 02, 2015 11:30 am

Rules of the game!

1. Keep your civilization sheets updated as much as possible. The format for the civilization sheets is in the Civilization Sheets section of this forum. You may update them by editing your primary civilization sheet, but it is recommended that you keep your sheets updated by posting current versions, that way you have a record of where your civ has been.

2. Each post in-game consists of the following features:

Civ Name:
Current Year:
Diplomatic Points:
Resources Discovered/Exploited:
Tech Advances:
Synopsis of the year:

Population starts at 500, and grows between 1% and 3% a year, rounded down, and death from natural causes, for gameplay purposes, is always .5% a year, rounded up. May seem low, but you'll be surprised how fast your civ will grow. There are other ways to grow your population. These include immigration, slave-taking, adoption of foreigners, etc. These have their own special rules, which will be discussed later. For your year's population growth, roll the population d18 in the subject Test 1234567. Results 1-6 give 1%, 7-12 give 2%, 13-18 give 3%.

Wealth is 10xPopulationxWealthD20. This represents the "public" wealth or coffers of your civ in general, whether from pooled wealth, taxes, or some other method. Each individual in your civ is assumed to have (Wealth/Population)xSocialStanding wealth. The ranks of social standing are: .25 Peon, .5 Commoner, 1 Citizen, 2 Aristocrat, 3 Noble, 5 King. This rule only applies when you roleplay a character in a post. When you start, your civ is assumed to have 275 peons, 200 commoners, 20 citizens, and 5 aristocrats. this, of course, as your civ grows, will change as you want, but there must always be people in each social standing except Noble and King in your civilization.

Diplomatic points are your civilization's influence. These increase by the Diplomatic point D100 value each year. You may spend them (give them to another civ) to achieve any of a variety of effects. Typical things to do with diplomatic points:

Tribute- 10xDiplomaticPointsSpent wealth received from target civilization. May be canceled by another civ spending half again what was spent to basically tell the civ that demanded tribute "Who do you think you are, waltzing up in here and telling us/them to give you money!?"

Espionage- 50 Diplomatic points. This allows the civ who spent these points to find out one secret that is useful to them about the target civ. The target civ can spend 25 points to make the information useless, 50 to keep the spies from learning anything, or 100 to subvert the spies to feed false information. Subverted spies have what false information they give their original civs determined by the admins. The civ deploying the spies can have them commit sabotage to a target civ for an additional 80 Diplomatic Points and 5000 wealth.

Resources Discovered/Exploited: What useful animals and materials your civ have discovered or started really using that year. They must make sense given your area. Discovering palm trees in the tundra? No.  Spruce trees? Yes. that kind of thing. If you are unsure, ask the admins in a PM or on the CB.

Tech Advances: These include any new way of doing things that is different from the way your civ did do things before. Going from using hides to using leather is an example of an advance. Going from using stone tools to finely made stone implements like Clovis spear heads is another advance. Cultural shifts such as changes in music tastes and fashion do not count, unless they include some thing that shows your civilization has advanced conceptually. Such as shifting from nature worship to a systematic religion. That counts as an advance. For real language to develop, that counts as an advance, as does writing. But once language and writing develop, they can shift how you like. If you have questions, about something you are not sure of, post your question in General Game Discussion.

Synopsis of the year: What has occurred that year for your civ. Make it interesting, please. But please, oh do please, make sure it makes sense.

3. What each civ starts out with! Each civ starts at Year 0 with a tribe of 500 individuals. They know how to (1) hide animals and use the hides for bags, packs, and clothing, (2) make simple stone tools, (3) make simple shelters from stone, earth, and branches, and (4) one other Stone Age concept/tech/application of experience/knowledge of your choice. Such as simple art like I have chosen for my civ, simple log-boat making, brain-tanning of hides, flute and drum making, etc. So long as it is Stone Age, relatively simple, and can be done or achieved from stone tools and hides, your choice. They do not know how to make fire, and they do not have real language, just simple vocalizations and gestures. Unless you choose one of those two things as your fourth starting tech. Once the average Game Year is at around Year 100, any new player civ starts at the average tech level for their region.

4. Interactions between player civilizations and non-player civilizations! Unless language has developed in your local area, all contacts with NPCs are automatically assumed to be hostile, fight-or-flight contacts. If language has developed in your local area, then two things can happen: if the civ is more than 100 miles (a third of the map scale reference line, near the Sea of Chrosa on the Game Map, then the language is different enough for hostile situations to be assumed at first. If less than 100 miles, then 20 diplomatic points may be spent to have a peaceful encounter. Expect expansions on this once the average civ population is over 10000 and cities/towns come into common existence. In a hostile encounter, if there is no flight but rather fight, then you roll the War D20. If you roll a 1, you lose badly, losing half of your own combatants and you are routed. If you roll a 20, enemy civ loses half of their combatants. If you roll less than 8, you lose. If you roll 11 or more, you win. On 9 or 10 rolls, it is a tie, and both groups withdraw. On a victory, you may spend 5 diplomatic or wealth points to simply kill a combatant. Or you can spend 10 Diplomatic or Wealth points to capture/enslave a combatant. When losing a combat, you are assumed to lose a third of your combatants, but you may spend 5 Diplomatic or Wealth points for each combatant you want to survive. On a tie, both sides lose a third of their troops, spending 5 Diplomatic or Wealth points for each combatant they would otherwise to survive. Further expansion on warfare to come.
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PostSubject: Re: Build-A-Civ Rules (Expect expansion)   Tue Jun 02, 2015 1:51 pm

Rules of Diplomacy outside of the Game! You may conduct negotiations in PM, General Game Discussion, or the Chatbox. But these negotiations are not binding treaties and alliances. The only truly binding negotiations and diplomatic actions are those that take place in-game. But be aware! Reneging on a negotiation in non-official channels will result in other players being VERY annoyed with you, and the possibility of Acts of God Upon Your Head In the Game! So choose your battles wisely.

Expanded Rules for Diplomatic Points and Wealth!

We've already covered a fair many uses of Diplomatic Points, but there are others, which will be covered here, as well as how to get more Diplomatic points.

Well, first of all, you can get more Diplomatic Points by purchasing them with Wealth, at a rate of 100 wealth per Diplomatic Point. You also get Diplomatic Points equivalent to the number of Diplomatic Points spent against you each Game Year. Expensive, but once you realize how much Wealth you get per Game Year as time passes, well... It's well worth it. You can also buy and sell Diplomatic Points with other civilizations. Negotiate prices as you will!

Diplomatic Actions (to be expanded as more are brought up):

Technology theft: 100 Diplomatic points in the first century of the game, 100 for each subsequent century, to steal one tech from a civilization you have contact with. But make sure it's a tech you can use!

Buffer State: Spend 1000 Diplomatic Points and 1000000 Wealth to set up a buffer non-player civilization on your borders, with a maximum starting population of 5000. But you must have ten times the population of the buffer state you wish to found.

Population growth: You can spend 2 Diplomatic points to increase your population by 1.

Non-player Civilization treaty/alliance: 500 Diplomatic points if at peace, 1500 if at war.

Incite Civil War: 2000 Diplomatic Points for each city you want to incite to rebellion. Can be countered by another civ spending 3000 to placate the would-be rebels.

Wartime Trade Caravan: Send a trade caravan to an enemy you are at war with for 10 Diplomatic Points for every ton of resources in the caravan. If not countered, the trade goods are sold at twice their current normal value. Can be countered by another civ spending 1000 Diplomatic Points.

More to follow with time.

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PostSubject: Re: Build-A-Civ Rules (Expect expansion)   Tue Jun 02, 2015 3:17 pm

Resource gathering.

A common resource is gathered at 2 tons of that resource per Game Year for each person in a civ gathering that resource. Common resources include grain, stone, wood, fruit, meat, and so forth.

Rare resources are gathered at a rate of .25 tons or less per Game Year for each person in a civ gathering that resource. Such as where silver may be gathered at .25 tons per Game Year, gold may be gathered at .15 or .1 tons per game year. Gemstones at .05 tons per game year, or even less.

Resources may be forced into rarity by gathering less of it, with more labor. Like making beef a rarity by gathering a limited amount of it, or high quality wood. Etc.

Refined resources are produced at lower rates than the raw resources from which they are produced. Like beef and leather. 3 tons of beef should average from 4 tons of cattle, and a quarter ton of leather should average from that as well.

Prices for everything are negotiable! Use PMs, general game discussion, and the CB for non-binding negotiations. As always, anything in the game section is binding!

Resource usage in a civ is as follows: determine how much of each raw, rare, or refined resource is used. For buildings, HE is used, or house equivalent. A house equivalent is 1500 tons of wood and stone. A castle would be, at the least, 200 HE.

Resources consumed are determined by how much you build, refined materials, and how many people you have. For food, each non-warrior/soldier consumes 1 ton of food a year. Each warrior/soldier consumes 2 tons of food a year. 20 warriors require a half-ton of weapons, and, once armor is made, a ton of armor. Warriors, unlike other members of your civilization, are also money sinks. They cost 50 Wealth points a game year to maintain, but count towards population, so they get you a net loss of 40 wealth per game year. The basic consumption rate of non-food resources is the CCR, or Citizen Consumption Rate, which is 2.5 tons of common resources and .25 tons of rare resources. Peons, which use .25 CCR, consume .675 tons of common resources and .0675 tons of rare resources per game year.

More to come as we get there.
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PostSubject: Re: Build-A-Civ Rules (Expect expansion)   Tue Jun 02, 2015 4:37 pm

Warfare Expanded!

Logistics: aside from feeding your warriors and their porters, you must also feed pack and draft animals. Horses consume 5 tons of grain a year, mules and donkeys 3.5 tons, oxen 8 tons. A logistics train to an army more than 50 miles away from their border costs 20 wealth for each mile beyond the 50th mile.

Ambushes give attackers +4 to roll unless the ambushed knows there is an ambush via espionage or scouts beforehand.

Attacking a fortified position gives the defenders +10 to their war roll.

Attacking across a river gives +5 to the defenders' +5 to their war roll.

Armies can move 1200 miles a year in plains hills and forest, 2400 along rivers, 200 in mountains and jungle.

To be expanded upon as warfare comes into greater usage.
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