"Civilization is the limitless multiplication of unnecessary necessities." - Mark Twain
Humanity. The first humans started to exist in 200,000 B.C.E in the Horn of Africa, before rapidly spreading throughout the rest of the world. Despite this, however, It took them 165,000 years to truly become ready for civilization. The Neolithic Revolution, which revolutionized the ways in which Homo Sapiens acquired food allowed for the first villages and towns to be created, but it would not be about 1,000 years after this in which these towns and villages began to band together and create the first Civilizations. It is the dawn of time, where civilizations will be founded, rise, fall, fracture, and die. In the lands of the Middle East and the Mediterranean, the towns and cities that formed upon rivers begin to rise to prominence under their first politically advanced leaders, and it is now, in the twilight of prehistory, in which this RP is set.
Gameplay concepts:
(Note: For those of you who participated in my previous RP of a similar subject matter, "On a Subject of Birth", some of this may be familiar.)
This is an obvious, important part of these RPs. Obviously, certain time periods had many more things happen in them than others, i.e Modern Age vs. Bronze Age, and therefore the Modern Age would have fewer years per "turn" than the Bronze Age. The timeline is as follows:
Bronze Age: 3500 B.C.E > 1200 B.C.E
Iron Age: 1200 B.C.E > 600 B.C.E
Early Antiquity: 600 B.C.E > 300 A.D
Late Antiquity: 300 A.D > 700 A.D
The Low Medieval Age: 700 A.D > 1200 A.D
The High Medieval Age (Duuuude...): 1200 A.D > 1500 A.D
The Age of Discovery: 1500 A.D > 1700 A.D
The Enlightenment Age: 1700 A.D > 1825 A.D
The Industrial Age: 1825 A.D > 1925 A.D
The Modern Age: 1925 A.D > 1955 A.D
The Atomic Age: 1955 A.D > 1991 A.D
The way that time progresses in this RP is analogous to real life - There is a reason why I'm starting it during a period of time in which many of is have quite a bit of spare time - Because this RP will go by RL days. For example, every twenty four hours, two hundred years pass by in the Bronze Age. In the same way, every twenty four hours, one hundred years would pass in the Iron Age. It is up to you as the player to keep up with these dates - it really isn't that demanding. It will be tracked by EST, and if you miss your post in the 24 hour window, it is assumed that you did nothing during that time period.
Bronze Age: 3500 B.C.E > 1200 B.C.E
Iron Age: 1200 B.C.E > 600 B.C.E
Early Antiquity: 600 B.C.E > 300 A.D
Late Antiquity: 300 A.D > 700 A.D
The Low Medieval Age: 700 A.D > 1200 A.D
The High Medieval Age (Duuuude...): 1200 A.D > 1500 A.D
The Age of Discovery: 1500 A.D > 1700 A.D
The Enlightenment Age: 1700 A.D > 1825 A.D
The Industrial Age: 1825 A.D > 1925 A.D
The Modern Age: 1925 A.D > 1955 A.D
The Atomic Age: 1955 A.D > 1991 A.D
The way that time progresses in this RP is analogous to real life - There is a reason why I'm starting it during a period of time in which many of is have quite a bit of spare time - Because this RP will go by RL days. For example, every twenty four hours, two hundred years pass by in the Bronze Age. In the same way, every twenty four hours, one hundred years would pass in the Iron Age. It is up to you as the player to keep up with these dates - it really isn't that demanding. It will be tracked by EST, and if you miss your post in the 24 hour window, it is assumed that you did nothing during that time period.
Within RPs such as these, the question of what to do with events that happened historically that are outside the sphere of influence of the players of said RP always is a point of contention. Take, for example, the rise of the Huns in the fifth century A.D. There is little any player could do to stop Attila rising to the throne within the Huns and going on a conquering spree, directly causing the Migration period. In Civilization - An Epic Tale, certain historical events judged by the OP and approved by the Co-Op will occur, and will usually affect most players. Things like the arrival of the various waves of Steppe People into Europe, starting with the Sarmatians, and ending with the Mongols, the Great Plagues (i.e, the many different waves of the Black Death), etcetera will all effect the players in various ways.
However, certain historical events, say, the rise of Alexander the Great, would not necessarily happen, because he is the product of Macedonia, a subset of the Greek Civilization. If a player controlled Macedonia at the historical point in time in which Alexander would rise, it would not occur.
However, certain historical events, say, the rise of Alexander the Great, would not necessarily happen, because he is the product of Macedonia, a subset of the Greek Civilization. If a player controlled Macedonia at the historical point in time in which Alexander would rise, it would not occur.
There is often debate over how accurate Eurocentrism is, especially in the early days of civilization. In fact, there is very good evidence and it is widely accepted that, until the Christian Reformation started by Martin Luther in the sixteenth century, China dwarfed Europe in technology. Despite this, however, this RP will be highly Eurocentric, while not necessarily through the same means as it did historically, Europe will end up as the dominant continent at the end of the RP.
One may ask, "But why? I wanted to play as a North American Civilization who can build really architecturally advanced clock towers in the middle of the Bronze Age!" Well, no. This Rp is Eurocentric for a few reasons, and mostly for gameplay reasons, rather than any historical outlook reasons. The only locations in which a civilization may begin, depending on the age, up until the Medieval Age (So, Bronze, Iron, Early Antiquity, Late Antiquity, Migration Period.), will be exclusive to Europe, and only the Mediterranean/Middle East until Late Antiquity. This is mostly to provide empires with provincial or territorial contention, and to encourage conflicts over territory, something I often find lacking within these RPs.
One may ask, "But why? I wanted to play as a North American Civilization who can build really architecturally advanced clock towers in the middle of the Bronze Age!" Well, no. This Rp is Eurocentric for a few reasons, and mostly for gameplay reasons, rather than any historical outlook reasons. The only locations in which a civilization may begin, depending on the age, up until the Medieval Age (So, Bronze, Iron, Early Antiquity, Late Antiquity, Migration Period.), will be exclusive to Europe, and only the Mediterranean/Middle East until Late Antiquity. This is mostly to provide empires with provincial or territorial contention, and to encourage conflicts over territory, something I often find lacking within these RPs.
The evidence that those who lead a nation played a large part in shaping the history of the nation is no doubt a truth, especially so in Ancient times. Each player will start with a customized leader that will be assigned statistics of their choice. However, once that leader dies (By determination by OP), his son (If there is no qualified son, either a daughter, a cousin, or a high ranking noble would suffice.) will take over, and have randomly determined stats ranging from 1-6 in three categories, Military, Administrative, and Diplomatic.
The Military category is employed when a civilization is at war or battles another civilization. If higher, it will allow the leader greater leeway in the battle, with a higher chance of him winning, or, if losing, minimal casualties. It also assists in the putting down of revolts and the lessening the risk of civil wars. The lower the score, the opposite.
The Administrative category is employed in places like the running of the country and the assimilation of others into your culture and/or your religion. A higher administrative rating means that the nation will be more successful in conquering and pacifying neighbouring provinces, as well as having a higher income rate and a larger degree of freedom from revolts. The lower the score, the opposite.
The Diplomatic category determines how successful one is in international and internal diplomacy. A higher rating lowers the chances of a civil war, makes the people happier, and increases overall stability, while externally it will be easier to please others and be more successful in forming alliances in the future. The lower the score, the opposite.
The Military category is employed when a civilization is at war or battles another civilization. If higher, it will allow the leader greater leeway in the battle, with a higher chance of him winning, or, if losing, minimal casualties. It also assists in the putting down of revolts and the lessening the risk of civil wars. The lower the score, the opposite.
The Administrative category is employed in places like the running of the country and the assimilation of others into your culture and/or your religion. A higher administrative rating means that the nation will be more successful in conquering and pacifying neighbouring provinces, as well as having a higher income rate and a larger degree of freedom from revolts. The lower the score, the opposite.
The Diplomatic category determines how successful one is in international and internal diplomacy. A higher rating lowers the chances of a civil war, makes the people happier, and increases overall stability, while externally it will be easier to please others and be more successful in forming alliances in the future. The lower the score, the opposite.
Another thing that irks me in Civilization RPs is that no one ever faces collapse or failure on a grand scale, despite the fact that this was common throughout history, and most empires did, at one point or another, face said collapse, dating all the way back to Babylon, and going through all the Egypts, the Hittites, The Achaemenids, the Alexandrian Kingdoms, Rome, The Holy Roman Empire, Spain, France, the list goes on. And that's only Europe.
In this RP, there is no guarantee of survival. Unless, of course, you win it through blood and marriage. While this is all part of the historical accuracy of the RP, I do understand how it could be frustrating if you do end up losing. Thusly, I will allow those who have lost thier civilization to the sands of time to reapply, myself included.
The mechanics of said failure are fairly simple - for every predetermined period of time in each respective stage of the RP, Bronze Age to the Modern Age, (The period of time will change per stage of history, of course.) civilizations will experience what I call Decay and Deprivation. In essence, this means that your civilization is stagnating and becoming decadent. D&D will be reduced by a number of means - having a brilliant ruler (2 categories of 5+), certain combinations of policies, or certain technologies that could be researched. If none of these are employed to combat D&D, its cumulative effect will begin to cripple empires in the form of rebellions, civil wars, reduced rates of income, tech research, combat ability, and happiness, all of which are valuable to your continuation as a civilization. Eventually, if one goes through five stages of D&D without being able to reverse it, (If you reverse one, it will go back to zero. But if you have stage two D&D and reverse it, it will only go back to one - You can only reverse D&D once per ruler.) their civilization will collapse into different warring states, signalling the end to their civilization. Think of the Huns after the death of Attila - The Sabirs, Utigurs, and Kutrigurs who were all individually conquered.
On a related note - another thing that I find wrong with many Civilization RPs is the RoE - Rate of Expansion. Often in the Bronze or Iron Age people will hold empires that are geographically larger than Rome without any penalties - People often seem to forget that, despite the size of the Roman Empire, and how rapidly it rose, Rome faced rebellions and civil wars as if they were daily occurrences. Thusly, there will be a cap on the amount of provinces that one can hold based on their government type and technology. Furthermore - The amount of province acquisition will change with the ages - In the Bronze Age, each civilization will only be able to acquire one province at a time. Starting in Early Antiquity, it will change to two, then in Late Antiquity, Three, and so on.
In this RP, there is no guarantee of survival. Unless, of course, you win it through blood and marriage. While this is all part of the historical accuracy of the RP, I do understand how it could be frustrating if you do end up losing. Thusly, I will allow those who have lost thier civilization to the sands of time to reapply, myself included.
The mechanics of said failure are fairly simple - for every predetermined period of time in each respective stage of the RP, Bronze Age to the Modern Age, (The period of time will change per stage of history, of course.) civilizations will experience what I call Decay and Deprivation. In essence, this means that your civilization is stagnating and becoming decadent. D&D will be reduced by a number of means - having a brilliant ruler (2 categories of 5+), certain combinations of policies, or certain technologies that could be researched. If none of these are employed to combat D&D, its cumulative effect will begin to cripple empires in the form of rebellions, civil wars, reduced rates of income, tech research, combat ability, and happiness, all of which are valuable to your continuation as a civilization. Eventually, if one goes through five stages of D&D without being able to reverse it, (If you reverse one, it will go back to zero. But if you have stage two D&D and reverse it, it will only go back to one - You can only reverse D&D once per ruler.) their civilization will collapse into different warring states, signalling the end to their civilization. Think of the Huns after the death of Attila - The Sabirs, Utigurs, and Kutrigurs who were all individually conquered.
On a related note - another thing that I find wrong with many Civilization RPs is the RoE - Rate of Expansion. Often in the Bronze or Iron Age people will hold empires that are geographically larger than Rome without any penalties - People often seem to forget that, despite the size of the Roman Empire, and how rapidly it rose, Rome faced rebellions and civil wars as if they were daily occurrences. Thusly, there will be a cap on the amount of provinces that one can hold based on their government type and technology. Furthermore - The amount of province acquisition will change with the ages - In the Bronze Age, each civilization will only be able to acquire one province at a time. Starting in Early Antiquity, it will change to two, then in Late Antiquity, Three, and so on.
On the subject of Rome and provinces - There is no doubt that primitive administrations can only manage so much land - We're not Russia here, nor Canada, nor the modern United States. Revisiting Rome - Lets remember that even under its greatest Emperors faced crippling overextension. There was a reason that the empire fell. Overextension is a concept in which a nation or civilization owns too much land for its primitive administration to manage it properly. Just as it existed in real life, it so too does exist in this Civilization RP.
The way overextension will work is simple - You may only have a certain number of provinces that are based on your government type and whatever stage it is in the RP. For example, you may only have ten provinces starting in the Bronze Age, but that would be upgraded to twelve in the Iron Age, twenty in Early Antiquity, and so on. Republics will initially have less of a provincial threshold, but will vary as time goes on, and will provide other benefits.
The penalty for being overextended is as simple as its calculation - It adds to your D&D, as mentioned above . The more overextended you are, the more it adds, not to mention the increased risk of civil wars and rebellion that will be added upon the already existing risk to ensure that your overextension is kept down by you, the player.
The way overextension will work is simple - You may only have a certain number of provinces that are based on your government type and whatever stage it is in the RP. For example, you may only have ten provinces starting in the Bronze Age, but that would be upgraded to twelve in the Iron Age, twenty in Early Antiquity, and so on. Republics will initially have less of a provincial threshold, but will vary as time goes on, and will provide other benefits.
The penalty for being overextended is as simple as its calculation - It adds to your D&D, as mentioned above . The more overextended you are, the more it adds, not to mention the increased risk of civil wars and rebellion that will be added upon the already existing risk to ensure that your overextension is kept down by you, the player.
One thing that I've noticed in many Civilization RPs is the fact that people frequently make OOC plans and defensive pacts during the early ages which are meant to last all of eternity, which tends to promote solidarity and peace rather than conflict. Let me remind you that Bronze and Iron Age Europe lacked much of what we would consider "diplomacy". Sure, there were things like Client States, vassals, etcetera, and perhaps the occasional declaration of friendship between two or more civilizations. There were rarely, if ever, an alliance between two or more independent nations until Late Antiquity.
Therefore, let me reiterate, Defensive Alliances WILL NOT be able to be formed until the Late Antiquity. Coalitions, which are, in essence, Offensive Alliances, will be able to be formed in Early Antiquity. Past Late Antiquity, alliances will be able to be formed freely. However, this is not a license to form any UN-type thing, like I've experienced in the past, where basically civilizations divide up the map and live peacefully, happily ever after. That won't happen here. Until 1948, there will be no forming of any continental organization that does such a thing.
Therefore, let me reiterate, Defensive Alliances WILL NOT be able to be formed until the Late Antiquity. Coalitions, which are, in essence, Offensive Alliances, will be able to be formed in Early Antiquity. Past Late Antiquity, alliances will be able to be formed freely. However, this is not a license to form any UN-type thing, like I've experienced in the past, where basically civilizations divide up the map and live peacefully, happily ever after. That won't happen here. Until 1948, there will be no forming of any continental organization that does such a thing.
As much as it may frustrate some, there is no doubt that, until the Enlightenment, religion played an important part in the daily lives of people, from the nobility to the peasants. There is also, no doubt, however, that there is a clear distinction between the monotheistic and polytheistic religions that appeared in the world at different times, the first monotheistic religion appearing (debateably) in 1500 B.C.E. In this RP, every civilization MUST take a polytheistic religion when they sign-up, of their choice and design. As the game progresses, at points in time analogous to when real religions were founded, random civilizations will be given great prophets - not dissimilar to the ones in Civilization V: Gods and Kings. When this Great Prophet arrives, the leader of the civilization that he arrives in will have the choice of adopting the religion as the state religion, and getting to customize and tailor it to his own grand design (provided it doesn't resemble any RL religions), or casting it down.
Either way, the religion will spread rapidly through the populace of the civilization in which the Great Prophet was born, until rebellions or other events make it dangerous for the king to hold on to his monotheistic beliefs. While it makes little difference to be polytheistic or monotheistic in the beginning, starting in Late Antiquity, both Polytheists, who will become known as Pagans, and Monotheists will get bonuses, pagans gaining military bonuses and monotheists gaining tech bonuses. At this point, Monotheists will be able to send out missionaries into Pagan realms, which may get the ear of pagan rulers, who will have the option to convert or jail these prophets. In a similar fashion, pagan rulers may call missionaries to their capital to decide the future monotheistic religion of their country if they so desire. By the High Medieval Age, however, pagan bonuses will be invalid, and monotheists will gain both military and tech bonuses, and will be increasingly effective against pagans in war.
Finally, using the same probability calculator as the great prophet calculations, certain religions will get a Reformer, one who desires to separate from the current religion for whatever reason. These Reformers will appear in a nation which follows said religion, and will convert some subjects to their reformed religion, and rulers of said civilization will get the option to convert to the reformed religion, and will have a free reason to invade nations of the original faith.
Below are the dates in which Great Prophets will appear*:
1600 B.C.E - First Great Prophet - Analogous to Judaism
1100 B.C.E - Second Great Prophet - Analogous to Zoroastrianism
0 A.D - Third Great Prophet - Analogous to Christianity**
600 A.D - Fourth Great Prophet - Analogous to Islam
1100 A.D - First Reformer - Analogous to Hamza ibn-Ali ibn-Ahmad
1600 A.D - Second Reformer - Analogous to Protestantism
* - These civilizations will be selected randomly using a probability simulator.
** - I know Christianity was not founded in 0 A.D, but since we won't ever actually hit 33 A.D, it's a better option.
Below are the following modifiers for Pagans:
Late Antiquity: (300-700 A.D)
Below are the following modifiers for Monotheists:
Late Antiquity: (300-700 A.D)
Either way, the religion will spread rapidly through the populace of the civilization in which the Great Prophet was born, until rebellions or other events make it dangerous for the king to hold on to his monotheistic beliefs. While it makes little difference to be polytheistic or monotheistic in the beginning, starting in Late Antiquity, both Polytheists, who will become known as Pagans, and Monotheists will get bonuses, pagans gaining military bonuses and monotheists gaining tech bonuses. At this point, Monotheists will be able to send out missionaries into Pagan realms, which may get the ear of pagan rulers, who will have the option to convert or jail these prophets. In a similar fashion, pagan rulers may call missionaries to their capital to decide the future monotheistic religion of their country if they so desire. By the High Medieval Age, however, pagan bonuses will be invalid, and monotheists will gain both military and tech bonuses, and will be increasingly effective against pagans in war.
Finally, using the same probability calculator as the great prophet calculations, certain religions will get a Reformer, one who desires to separate from the current religion for whatever reason. These Reformers will appear in a nation which follows said religion, and will convert some subjects to their reformed religion, and rulers of said civilization will get the option to convert to the reformed religion, and will have a free reason to invade nations of the original faith.
Below are the dates in which Great Prophets will appear*:
1600 B.C.E - First Great Prophet - Analogous to Judaism
1100 B.C.E - Second Great Prophet - Analogous to Zoroastrianism
0 A.D - Third Great Prophet - Analogous to Christianity**
600 A.D - Fourth Great Prophet - Analogous to Islam
1100 A.D - First Reformer - Analogous to Hamza ibn-Ali ibn-Ahmad
1600 A.D - Second Reformer - Analogous to Protestantism
* - These civilizations will be selected randomly using a probability simulator.
** - I know Christianity was not founded in 0 A.D, but since we won't ever actually hit 33 A.D, it's a better option.
Below are the following modifiers for Pagans:
Late Antiquity: (300-700 A.D)
- Combat bonus against non-pagans
- Resistance to missionaries in your lands
- Reduced technology spread
- Combat bonus against non-pagans
- Further reduced technology spread
- More vulnerable to non-pagan invasions
- Combat melus against non-pagans
- Triple reduced technology spread
Below are the following modifiers for Monotheists:
Late Antiquity: (300-700 A.D)
- Faster technology spread rate
- Superior at conversion
- Small combat bonus against pagans
- Further enhanced technology spread
- Missionaries even more effective
- Combat bonus against pagans
- Even more enhanced technology spread
There is no avoiding it. At one point or another, I will ensure that players will face off against each other at some point in their history. Combat will take place in a separate thread from the rest of the IC actions. When a battle is to start, the OP will dictate the terrain of the battle, and the two or more civilizations fighting will commence in their IC thread. Unlike the rest of the IC, however, these battles do not adhere to the 24-hour policy. Instead, the battles thread will be sort of timeless - the events around it will go on as normal until the battle is solved, the belligerent nations being unable to post otherwise until the battle is resolved. The battle will be decided by an unbiased mediator, usually either me or a Co-Op.
The last important thing that one needs to know about this RP are the strategic locations. Strategic locations are parts of the map that hold great value - Gibraltar, Constantinople, etcetera. Holding these strategic locations will mean that you will gain bonuses associated with said location, and these bonuses stack. It should be noted that civilizations cannot start in these locations, nor anywhere four provinces in any direction from a strategic location. Strategic locations are marked in red on the map.
Below is stated the Strategic Location bonuses:
Below is stated the Strategic Location bonuses:
- One strategic location - Extended income(Better army), happiness(Slower accumulated D&D), and technology spread.
- Two strategic locations - Along with compounded effects of above, more efficient trade.
- Three or more strategic locations - Along with above, more efficient missionaries, double technology spread.
REMEMBER! The daily year progression is 200/24 hours. Each "turn" in the tech tree will be considered a day. Decay and Deprivation will occur THREE turns in this stage. Overextension will kick in at EIGHT or more provinces.
ALSO! Remember to keep track of your technologies, statistics, etc... So that we can know your nation and calculate probabilities of events occurring.
If you have any questions, TG me.
Map
Tech tree
Required stat sheet:
- Code: Select all
[b][u]Nation Name[/b][/u]
[b]Number of Provinces:[/b]
[b]Technology Researching:[/b] (Name of Tech/Turns left)
[b]Technology Researched:[/b]
[list]
[/list]
[b]Current Leader:[/b]
[b]Actions this turn:[/b] (Conquered a province? Which one? Went to war with someone?)