Civilization & Technology Rules

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Civilization & Technology Rules

Post  The Engineer on Thu Jan 10, 2013 2:43 pm

Civilization Points

All cultures begin with 0% in civilization points, which means the level to which the civilization has developed. Every level in every area of tech represents 1%, and there is a turn-based development which ranges from 0% to up to several % of that percent, meaning that what you get will be for example x * 1,005, where 0,5% is not meaning it would take two turns to advance one level, but rather twenty turns.

Civilization points allow you to advance certain levels which will allow you to move from one epoch to another. They also allow you to discover new and better technologies.

Civilization points are gained from different sources, namely events, gradual experience increases.

Civilization naming conventions

The Player decides his or her own name of her civilization, within certain limits. Naming conventions should be really easy to understand, but here are the rules:

No civilization might be called names that are deemed offensive or childish.

No civilization might be called names that are existing contemporary or historical civilizations on Earth, or cities or names of governments that have existed.

No civilization might be called names that are composed entirely of code-numbers and similar (a partial exception is A.I or cybernetic civilizations in the last epochs).

You can however derive the name of your civilization from names that sound similar to various real or fictional languages, but while your language can develop gradually, if you change the name of your civilization, its new name should reflect a natural development from the language group you decided you belong to (or create if you are a linguist-fetishist).

Here are examples of unacceptable names

Kukjävlarna

Niggoths

Emos

Sverige 4-ever

Sverige

Kungen

Kringlorna

Asgamarna

MrNygrens_Raggare

Aspie Mongo’s

Buttfuckers

Greater Germany

Third Reich

USSR

Communists

Sovietia

Valhall

Vikingarna

White Race Empire

Somalia

kZx99

Lelle94

Perkele

Cyber Furries

Foxsylvanien

CWCville

Here are examples of acceptable names (minus points however if you snatch one of these).

Egedia/Aegidia/Aegidinia

Zhan

Urru-Urrah

Dara

Calloya

Garlrigh

Boshu

Civilization themes

Players are allowed to have their own civilization music themes, but these should be instrumental music (no songs), and should express the spirit and character of their civilization as seen by the player.

Aesthetics

You decide the aesthetics for your civilization during every epoch starting with epoch I (the archaic age), according to what would be the logical conclusion of your epoch, your environment, your previous experiences and similar.

National skills

All teams begin with no national skills, and will acquire them through training, repetition and experiences throughout the generations. These skills will positively or negatively impact a nation at a given area.

In the beginning of the Archaic Age, you will get the option to decide between sixteen symbols. These will affect how your civilization will work and operate in the future and where it will have its greatest successes. You can only choose three out of the twelve symbols.

Revolutions

You can change the symbols for your civilization, but only once per age, and only through provoking a revolution that could harm your society in other ways. You can however not decide to start a revolution just ad hoc, a revolution can only happen if the government is unpopular, if there is famine or an economic crisis, and if there are organised (legal or illegal) opposition forces which can galvanise popular support.

Religion, Philosophy & Ideology

You yourself decide the characteristics of your religion, how it is organised and how it relates to other religions. All decisions come with effects. For example, an intolerant hell-fearing religion might be good for suppressing revolts and keep your population sober, while a war religion might be good for warfare whereas a fertility religion would be good for population growth. All religions have their benefits and setbacks.

In the Archaic Age, you name the main god/gods of your system and how they relate to the natural world and how they can be satisfied. You will also create a rudimentary creation myth/origin of man myth.

In the Bronze Age or the Iron Age, you will define the meaning of life according to your religion, man’s place in the universe and the nature of the afterlife.

In the Classical Age, religion will be transformed into something beyond its origins.

Science & Technology

In Amauvala I, there were tonnes of specific techs needed to advance, many of which did not contribute to gameplay specifically. As early as the Bronze Age, the system became incomprehensible.

Inspired by the recent BOP 1957 game, I decided to install a new and simpler tech tree with up to 15 different tech trees. New technologies and improved technologies are counted as advancements, with each level sporting several sub-levels of refinement.

Wheels for example appear in the integer between lvl 2 and 3 for toolworking, and would lead to an advance in chariots (if the conditions are right) in military technology.

You cannot advance technology actively, but technologies are a product of how many resources you are putting into scientists and engineers, how dynamic your society is and how you fare in civilization points.

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Re: Civilization & Technology Rules

Post  The Engineer on Thu Jan 10, 2013 2:55 pm

Systems of Government

Primordial Age

Tribal (max 2 settlements)

Archaic Age

Tribal Monarchy: + 1 martial (max 3 settlements)
Tribal Theocracy: +1 religion (max 3 settlements)
Tribal Democracy: +0,001% civ points (max 1 settlement)
Tribal Confederation: +1 size, +1 NPC diplomacy (max 4 settlements)

Bronze Age

Despotic Monarchy: +1 martial, +1 economy, +0,005% civ points, +3 stability (max 10 cities)
Theocracy: +2 religion, +1 economy, +0,005% civ points, +5 stability (max 15 cities)
Aristocratic Monarchy: +3 martial, +0,002% civ points, +2 stability (max 5 cities)
Federal Monarchy: +2 martial, -1 economy, +0,001% civ points, +1 stability, (max 20 cities)

Iron Age

Aristocratic Republic: +2 martial, +0,007% civ points, +2 stability (max 1 cities)
Mercantile Republic: +3 economy, +0,009% civ points, +2 stability (max 1 cities)
Theocratic Republic: +2 religion, +0,008% civ points, +3 stability (max 1 cities)

Classical Age

Democratic Republic: +1 martial, +2 economy, +0,015% civ points, +1 stability, -1 NPC Diplomacy (max 1 cities)
Philosophical Republic: +1 martial, +1 economy, +0,020% civ points, +0 stability (max 1 cities)
Imperial Monarchy: +2 martial, +1 religion, +3 economy, +0,01% civ points, +3 stability (max 40 cities)

Medieval Age

Nomadic Monarchy: +7 martial, +0 economy, +0,001% civ points, +1 stability (max 0 cities)
Feudal Monarchy: +5 martial, +1 economy, +0,005% civ points, +3 stability (max 15 cities)
Church: +5 religion, +0,01% civ points, +5 stability, +3 NPC Diplomacy (max 3 cities)
Messianic Monarchy: +10 religion, +0,005% civ points, +1 stability (max 60 cities)

Renaissance Age

Administrative Monarchy: +7 martial, +2 economy, +0,01% civ points, +4 stability (max 20 cities)
Absolute Monarchy: +6 martial, +2 economy, +0,01% civ points, +5 stability (max 25 cities)
Constitutional Monarchy: +6 martial, +3 economy, +0,01% civ points, +6 stability (max 15 cities)
Administrative Republic: +7 martial, +3 economy, +0,015% civ points, +3 stability (max 20 cities)

Industrial Age

Democratic Republic: +5 martial, +6 economy, +0,025% civ points, +3 stability (max 30 cities)
Revolutionary Republic: +8 martial, +3 economy, +0,025% civ points, +1 stability (max 30 cities)
Authoritarian Republic: +7 martial, +4 economy, +0,015% civ points, +5 stability (max 30 cities)
Federal Democratic Republic: +6 martial, +6 economy, +0,02% civ points, +3 stability (max 40 cities)
Military Dictatorship: +6 martial, +5 economy, +0,015% civ points, +6 stability (max 40 cities)


Atomic Age

Socialist Totalitarian Dictatorship: +8 martial, +5 economy, +0,02% civ points, +3 stability (max 60 cities)
Socialist Democracy: +8 martial, +4 economy, +0,03% civ points, +1 stability (max 60 cities)
Fascist Totalitarian Dictatorship: +10 martial, +6 economy, +0,01% civ points, +3 stability (max 60 cities)
Corporate Republic: +6 martial, +8 economy, +0,035% civ points, +4 stability (max 40 cities)
Supranational Confederation: +1 martial, +7 economy, +0,04% civ points, +4 stability (max 60 cities)

Cybernetic Age

Direct Democracy: +2 martial, +7 economy, +0,04% civ points, +3 stability (max 60 cities)
Minarchist Republic: +6 martial, +9 economy, +0,04% civ points, +4 stability (max 60 cities)
Technate Consortium: +4 martial, +9 economy, +0,045% civ points, +5 stability (max 80 cities)
Singleton: +9 martial, +9 economy, +0,035% civ points, +10 stability (max 80 cities)

Other forms of government can be negotiated between the player and the GM.
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