Post by Foushoo on Jan 24, 2016 4:04:18 GMT
New Foudal Civilization Game (NFCG)
The project of starting this huge game can be kind of a bore when there's no humor or community to enjoy it with.
That is why I proudly welcome all to this spin-off of the spin-off ,the Official Thrive Civilization Forum Game Competition (http://thrivegame.freeforums.net/thread/318/official-thrive-civilization-forum-competition). As you start, you will lead a tribe as you make decisions to compete with the other tribes and avoid collapse.
As time goes on, your band may evolve and diverge into most ideas of tribes, civilizations and empires you can imagine.
To state the main vocabulary of the game:
a Band will refer to a completely nomadic people who move entirely to where they may sustain themselves with if anything small makeshift tent camps for settlements.
a Tribe will refer to a nomadic people who move within a certain close knit area surrounding settled areas.
a State will refer to a sedentary people who can reasonably be understood to live in a certain tangible spot(such as cities).
In this light, a tribe may only transition to a State if it has settled down in at least one tangible spot.
A State also will require some sort of government.
NPC bands, tribes, and civilizations will also exist in the game.
This game, unlike its inspiration, will accommodate all who wish to join unless it gets to heavy and controls will be made. If this controlling has to occur, as tradition, NickTheNick will be guaranteed a spot, as the creator of the inspiration for the game. In any regards I set the unofficial cap at 10
How do I control my civilization? What can I vote for? How will this work?(same as inspiration)
You the player play as a mysterious force that guides your people through the eons. Each round of play, you can make a vote / big policy change for your people. Note that if you are nomadic, this can be choosing a direction/destination to migrate. Your votes can also be anything from choosing to wage war against a neighbor, choosing to convert your population to a new religion, choosing to research a new technology, etc. Don't worry, picking a vote in waging war on a certain target won't neglect everything else in your civilization, it will just mean that your civ will focus on the war. Throughout the game, many things will run in the background even if not directly voted for.
Votes will be rolled for like in the original. The possible outcomes are:
1 - Unsuccessful + Adverse Effect
2 - Unsuccessful
3 - Limited Success
4 - Limited Success
5 - Successful
6 - Successful + Bonus effect
Be aware though that you’re civilization is large and diverse and the decisions you make only push it into a certain direction. The people can get a mind of their own and you can face internal dissent and revolutions, if you are not careful. The stability of your civilization can also fluctuate based on the how well you direct them. If your stability falls too low, your civilization will collapse, and you must branch off from another civ. Depending on the stability of that civilization, this may or may not happen peacefully.
Stability ranges from:
Collapsing (-2)
Unstable (-1)
Shaky (0)
Stable (1)
Solid (2)
Stability is a combination of cultural and religious unity, quality of life, political stability, war, disease, famine, resource supply, etc.
You also have a power rating, which represents the relative strength and influence of your people.
Power ranges from:
Tiny - 1
Minor - 2
Medium - 3
Major - 4
Great - 5
Power is a combination of military force, population, technological advantage, economic prosperity, and several other factors.
For each level of power, you will able to make 1 vote. Everyone starts at Tiny, so you all start only being able to make 1 vote, but if anyone reaches Great they will be able to make 5 votes per round. This is not necessarily better, because more power also means more responsibility, and larger, more powerful civilizations are harder to maintain and can more easily lose stability. Remember, the bigger they are, the harder they fall.
Power is also relative. You can be a great power in the bronze age by having large armies of chariots and plenty of grain, but if you are surrounded by industrial nations with machine guns and oil refineries, you will definitely lose that Great Power status.
There will be no maps included in the gameplay (unless I decide otherwise), so if you guys want details as to the landscape and your surroundings ask me and I can explain. You can create maps for yourselves as you play. I will make graphics for certain creatures and plants if you specifically vote to inspect such.
There are also two voting features:
Gods' will: This has been mentioned once before in the game but is still in need of specifications.
Gods' will is simply a wager by a player for obtaining a specific result(for example, when searching your evironment, wagering to find a dry grain).
In order to get this gods' will result you will have to get at least a 5 or 6 roll depending on likelihood.
Culture Bonus: As votes are intended to represent a great action over an amount of years, It is quite easy to be a strict historian on what your people have done,
however it takes some "culture" to be specific on who and how your people are and specifics on how your people go about an action(for example, instead of simply voting for "improve fishing technique", describing an odd blunt tool to smack in the water in search of fish). Although this will never be required, more descriptive votes, with a higher result(3-4), will be rewarded with a more beneficial vote, and a lower result(1-2), will be reward with less hits to stability. The descriptiveness will not affect the penalties of nature but may help with dealing with those penalties(ex. a tornado may destroy your entire encampment but descriptiveness may help with keeping your bandmen orderly afterwards).
For the sake of realism, 5s and 6s will be affected very little if at all by descriptiveness.
Various events can occur during play, but besides these most events will arise from interaction between your civs:
-Disease/Epidemic
-Drought/Dry season
-Flood
-Fire
-Earthquake
-Volcano
-Avalanche/Landslide
-Famine
-Wind Storm
-Animal Attack
Votes shouldn't be too specific, nor should they be too general. If they are too specific or too general, I will tell you and give you a chance to fix it. If for the sake of time I need to get the next round posted, I will give you a decision that is as close to what you said as possible. For example, if you said you wanted to engage send a company of knights to raid Bob's lands, I will approximate that as you encouraging your soldiers to pillage lands belonging to Bob.
However, more specific votes will be more effective when successful (and more harmful when unsuccessful). If you voted to increase intelligence operations of your nation to spy on other nations, it would give you a small boost to espionage across the board, but if you were to specifically vote to increase spying against Player X, that would give you a large boost to espionage against that particular player.
In the case that you want to make a private decision, send me a private message telling me your decision, and then post a regular post on the thread saying “PM for decision sent”. This would be useful if you, say, wanted to nuke someone by surprise. You could also spend a vote to spy on a specific player, and this could allow you to intercept secret decisions if you vote successfully.
Round 0
Sand sweeps the once lush eastern coastline of the Kronus Continent. Likewise, the neolithic nomads of the region feel they must move away to more fruitful lands signaling the dawning of a new era in the history of the Fouda Erros, or the Foudals. As a result of millions of years of evolution, this species has gained sapience, and taken the first steps towards developing fire and tool use. Stories from hunters and gatherers tell of lands to the south with exotic fruits and beasts of game, but also wild and deadly predators. To the north, the legends tell of a hilly land of soil so soft one could lay to sleep on it. More barren than the south, but safer as well. To the west, the valleys get drier and hotter and give way to sand with small shrubs and strange skinny-legged creatures taller than any tribesman by double. To the northeast, there is a long shallow channel separating the continent from an unknown land. The statuses of all bands are:
Tribe: Fouda Erros
Stability: Shaky (0)
Power: Tiny (1)
Past Policies:
Language: Your people have developed an oral communication to allow for complex exchange of information and more intricate levels of cooperation.
Oral Tradition: Your people pass knowledge down orally from generation to generation, allowing practices of hunting, animal interaction, and culture to be retained and refined over the years.
Fire: Your people have learned how to create and control fire. Through this they have begun to cook their food. They also have applied fire to heating materials during crafting and to scare away predators.
Tool Use: Your people have adapted materials in their environment into simple tools for hunting, crafting, and combat, often shaped out of flint or other soft stones.
This first turn is unique in that instead of making a free vote, you are restricted to only voting on a direction to migrate (You may also choose to stay where you are). Next turn you may vote openly on whatever you want. You must also name your tribe.
All the rounds thus far:
Round 1: The bands move outward from the Kronus east coast except for the Samara.
Round 2: Most bands explore for resources as the Samara leave the Kronus east coast.
Round 3: The Huzana move north. the Haven discover waxy Cujons. The Samara develop hunting formations.
Round 4: Most bands search and conquer their environment as the Samara move south.
Round 5: Fishing begins to develop in both the Samara and Haven as the Huzana retreat south.
Round 6: The Huzana develop spears that dulled to quickly to be effective.
The Haven developed a weak procedure to preserve fish. The Samara find grainy Kunsil plants in a nearby jungle.
Round 7: The Haven develop wicker fishing boats despite a devastating winter famine
as the Samara move closer to the Kunsil plant.
Round 8: The Huzana find and adore the Cujon plant for its sweetness. The Haven develop the first permanent shelters along the many lakes in the area.
The Samara become the first to develop agriculture by cultivating and harvesting Kunsil.
Round 9: The Huzana migrate in search of a river and cross with a winter-famine-offshoot of the Haven, the first cultural crossing.
The Samara unsuccessfully search for less marshy lands to settle.
Round 10: The Huzana begin to build small Cujon fields along their new home near the river. The Haven become the first tribe and population skyrockets to double-digits.
The Samara avoid the east and find a hilly prairie to the west that they have begun urging to move toward.
Round 11: The Huzana begin to build rarely used summer mud huts near their fields. The Haven explode into many small government as well as a larger government under a despotic leader.
The Samara move to western lands and begin to replenish their sources of Kunsil through cultivation.