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Rules - the Bronze Age

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Rules - the Bronze Age Empty Rules - the Bronze Age

Post  The Engineer Fri Apr 12, 2013 12:46 pm

You'll get tech level advances with every 5 civ points you accumulate.

New resources:

Copper: Is relatively weak, but also relatively easy to find. One copper mine can yield +1,0 copper/turn

Tin: Is necessary to make Bronze, but very rare. One Tin mine can yield +0,5 tin/turn

Bronze: 1 copper + 1 tin in a Bronze Foundry can produce 0,5 unit of Bronze

Bricks: Is produced in Brick factories. Can produce +1,00 bricks per turn.

You can build the following buildings:

Mine: (produces +1,5 stone, +1 copper or +0,5 tin, or x,xxx of random resource) (is costing 0,5 food to produce)

Lumber camp: (produces +2 wood, if you have an available population unit) (is costing 0,1 food to produce)

Barracks: (can host 1 unit of military) (is costing 5 wood or 3 stone or 3 tiles)

Stable: (can host 1 unit of cavalry) (is costing 10 wood or 5 stone or 5 tiles) (-1 food per turn)

Temple: (can host 1 unit of priests) (is costing 15 wood or 10 stone or 10 tiles)

Granary: (can store 1 unit of food) (is costing 3 wood or 2 stone or 2 tiles)

Brick Factory: (is producing 1,00 bricks per turn) (is costing 4 wood, 2 stone or 3 tiles)

Bronze Factory: (-5 copper, -1 tin/turn, produces 1 bronze per turn) (is costing 10 wood, 5 stone or 7 tiles)

Wall: (+2 defence, -10 stone for a settlement, -25 stone for a city)

Citadel: (+1 defence, +x civ points, necessary to advance government level) (-20 stone, 25 bricks, 30 wood)

Wonder: Gives +x extra civ points, extra stability or extra morale (is costing 50 wood or 25 stone or 20 clay) (please describe your wonder)

==

Military units:

Infantry: -1,00 copper or -1,00 bronze (bronze infantry is 3x times as strong

Chariots: -2,00 copper, or 2,00 bronze, -5,00 wood (horses or other domesticated animals are necessary)

Archers: -0,50 wood

Spearmen: -1,00 wood

war ships: -10 wood

transport ships: -5 wood

==

Literacy

Only units which are of the merchant group or higher can learn how to write

==

Trade

Trading is happening with states as a whole. Trade of luxury items and culture inceases civ points. Trade with wood, slaves, stone or other raw materials don't increase it)

==

Civics (Lvl 2)

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)
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Post  The Engineer Fri Jul 19, 2013 11:42 am

Updated buildings.

New buildings are only available for people with animals they can ride, who are in the Bronze age or have metallurgy lvl 1.
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Post  Giwi Fri Jul 19, 2013 11:49 am

Can you have a stable and a barrack in all settlements?
Or just one each?
Or maybe 1 stable for every 4-5 barracks you have.
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Post  The Engineer Fri Jul 19, 2013 11:52 am

I must ponder on that issue.
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Post  TheVoice Fri Jul 19, 2013 12:00 pm

There should be no forced relationship between barracks and stables - some people might want a cavalry-focused army.
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Post  The Benevolent One Fri Jul 19, 2013 2:37 pm

TheVoice wrote:There should be no forced relationship between barracks and stables - some people might want a cavalry-focused army.
Agreed.

Also some people might want equestrianism and horse husbandry for non military purposes. Logistics and transport for example.

What I really want to know is if I can have a temple with an adjoining barracks. My religion has a martial component.
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Post  Giwi Fri Jul 19, 2013 3:12 pm

The Benevolent One wrote:What I really want to know is if I can have a temple with an adjoining barracks. My religion has a martial component.
You could build a temple and a barrack in the same settlement.
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Post  The Engineer Fri Jul 19, 2013 5:42 pm

You can build 1 cavalry/chariotry/camelry unit for every 5 settlements you have. Cities do not count.

If you are a pastoral culture without agriculture, you can build one in every settlement.

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Post  TheVoice Fri Jul 19, 2013 5:44 pm

Why the arbitrary limitation?
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Post  The Engineer Fri Jul 19, 2013 5:46 pm

Also, if you have a barracks in a settlement you cannot build a stable there. Razz

Why?

Cavalry was more expensive in the real world. It is hard to count micro costs, so the rules seem arbitrary in order to simulate real world conditions. An army most often would contain less cavalry than infantry.

I want you to have a fun game, but one of the in-built problems of last Amauvala was that there weren't enough limiting effects. There needs to be some mechanics that are retarding.
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Post  TheVoice Fri Jul 19, 2013 6:22 pm

While we're here, why does the "one military building per settlement" rule apply to cities? Shouldn't it be "one military building per X population units in a city?"
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Post  The Benevolent One Fri Jul 19, 2013 7:41 pm

The Engineer wrote:You can build 1 cavalry/chariotry/camelry unit for every 5 settlements you have.

Thanks. You've just given me a raison de étre to go stomping my neighbouring tribes.
Razz
I have sufficient settlements for 1 chariotry unit but want more.

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Post  The Benevolent One Wed Oct 09, 2013 7:39 pm

i was wondering there is no mention of government buildings and legal buildings. When can these be built?
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