The Rise of Civilizations
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General rules

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General rules Empty General rules

Post  The Engineer Thu Jan 10, 2013 2:40 pm

Turns

Turns will initially be processed three times per week, but later be reduced. They will represent pretty long spans of time, but generally not over two generations, to guarantee continuity.

The Map

If you are closer to the poles, you will seemingly move through more points when you explore, mostly because of a projection of a round planet over a rectangular board.

Population Units

There are several types of Population Units. Rather than representing a fixed number of people, a Population Unit is representing a certain amount of labour capacity. During the first and most of the second age, the only types of Population Unit that exists are the ones which exist to gather subsistence. The numbers of units are increasing due to population growth.

New units begin as Food-collector Units or Production Units. They will if there is labour surpluses on the countryside convert themselves into valuable (or less valuable) trades, like labourers, artisans, workers, clerks or merchants. Tier III units like engineers, bureaucrats, priests, officers and similar must actively be created, whereas warriors can be converted into noblemen.

Population units can naturally convert themselves given the time and need (and progress!) of your civilization, but you can also convert them, for a cost of 2 food. It must be stated that in pre-industrial societies, around 9/10s of all population units must generate food; otherwise your civilization will crumble.

At the end of Industrial Age, only 5/10 of all population units must be Food-collectors, and it is further lowered to 2/10 at the end of the Atomic Age, 1/10 at the end of the Digital Age and 0/10 during the Nano Age when infrastructure itself will generate growth. Also, some units will rather be built than converted during the last ages, like military units.

Food-collector Units

Farmers
Farm Labourers
Fishermen
Hunter-Gatherers
Herdsmen
Slaves*
Serfs* (somewhat less productive than slaves, but more docile and unlikely to revolt)
Forced Labour ~

Production Units

Labourers
Artisans
Workers
Clerks
Engineers
Slaves**
Forced Labour ~~
Artificial Labour

Military Units

Warriors
Soldiers
Battle Defence Systems

(every military unit has to be specified as one of several types of units).

Trade Units

Merchants
Capitalists

Administrative Units

Priests
Scientists
Elite Politicians
Noblemen
Bureaucrats
Officers
Slaves (Bureaucrats)***

Defunct Units

Retirees
Asocials
Unemployed
Prisoners
Criminals
Rebels

Other

Students#

*Slaves can be gathered from other civilizations during the pre-industrial epochs (or created amongst criminals and other undesirables), can (unlike other units, except in really despotic systems) be sold and can even be rudimentarily massacred. They demand half the food, but only work 75% as efficient as ordinary units (except when they are administrative units).

^Forced Labour are the equivalent to slaves in totalitarian modern societies, which are demanding half the food but are also only half as efficient as ordinary units. They cannot be sold.

#Students are not contributing to the development, but as they reach adult age, they will contribute to a more and more demanding society.

Examples

Chichén Itza (BronzeAge)
==
1 Noblemen
2 Priests
2 Bureaucrats
2 Warriors
3 Artisans
5 Labourers
85 Farmers
10 Slaves*
==


Note, 1 farmers denote not 1 farmer in the literal sense, but many farmers.
The Engineer
The Engineer
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