Current Age: Age of Uncertanity
Item Capacity: 38
+2 or +1 For those with starting bonus
+1 After each conquered civ
-1 If conquered.
IC
The continent of tredera, quiet for half a century after a string of disasters destroyed its prosperious civilizations. The few who survived the initial destruction spent the rest of their lives scavenging among the ruins for food and medicine due to the collapse of The ecosystem in a continent-wide forest fire. After 50 years, the trees and plants finally regrew and The next generation could for the first time in their life grow their own food from the seeds they re-discovered. After a long period of stagnation, the population to grow and new civilizations emerged on the ashes of the old.
The last Map - From before the apocalypse.
THE NEW SYSTEM!
"Agents", "Forces", "Infrastructure" "Culture" and "Knowledge", These are the 5 categories into which every civilization can add one item once an RL day. Agents are Important people who can be moved about to preform important tasks. Kings, Queens, Spies, Artists, Scientists are the examples. Forces are Military units and infrastructure that can also be moved about to blow up stuff. An Armored division, A Fleet, An ICBM installation are fine examples. Infrastructure are city districts, colonies, Important industrial complexes, Ports, Wonders and such. They are the backbone of a civilization. Culture are works of art while knowledge is a fancy word for technology (and perhaps magic if there is demand). Instead of putting numbers into these categories, Civs are required to describe what each item in their list does. There are guidelines on how powerful each item can be:
1. Each Item added should be worth roughly the same on same tech/industrial/cultural levels. You don't have to throw numbers at other people. We don't need count populations and GDP. We just count items in different areas to determinate who is ahead in which area. Realism though is still welcome ( - For instance, To make lots of Tanks you need lots of factories. - Wars destroy stuff. Be sure to lose Items. - When opponents do something in secret, Pretend as if you didn't know.)
2. Each civilization has an Item limit. It starts at 20 and expands by 6 with each passing era... unless your civ existed since before the apocalypse, then you might start with up to 22!
3. New Knowledge and Culture either branches from existing Knowledge and culture or in rare cases, is completely anew. There is no limit for growth of culture but there is for Knowledge.
In the era of awakening, We start at tech level 1 and go up one level with each new era. All technologies before tech leve 1 are available for all, these include everything humanity knew in 1600 AD in the Real world. The technologies for tech level 1 should be from the 1600-1800 era, for instance: Steam power, Biology, Chemistry... you can add more, as longs as it fits into the period. Also be sure that each item knowledge covers a topic not too small or too large. Up to 2 Knowledge can be shared between each 2 civilizations. This means that the civilization which receives the Item does not have to spend an RL day spent inventing it... however, The knowledge will still count towards their Item cap.
Technologies from The current tech level cost 1 RL day to get and count as 1 Item. Techs from past tech levels take 0.5 RL days to get and count 0 towards item cap.Technologies from 1 levels ahead take 3 RL days (which means for 3 RL days you can't get anything else) and count as 2 items while technologies from 2 levels ahead cost 6 RL days and count as 3 Item. No research may occur 3 tech levels ahead. Please be sure to have ALL prerequisite Technologies when researching new techs.
4. Each "Forces" Item should roughly be the size of a single Division, "Infrastructure" the value of City district, a Region's worth of farms and ranches, a nation-wide road network or Perhaps a huge mine. You can also split up 1 unit of items into may small items, Very insignificant Items such as a single soldier or a lone cottage do not count towards your Item cap and can be added freely if you think it makes sense in the grand scheme of things.
Note: Items may overlap between categories and may also be uncategorized if they don't fit in anywhere. Items may also involve multiple things. For instance, An aircraft carrier may count both as a ship and a squadron of aircraft. You don't need to add a separate Item for the air forces. Same goes for the airfields of land-based air forces. Basically, The minimal Infrastructure needed for armed forces are included in their Item. Same goes for knowledge and culture. However, If you add the airfields and army bases separately as Infrastructure, That will make your military Items stronger as you have built proper infrastructure to maintain them.
Guide to Cards:
1. At start of every era, pick 3 cards from IC op.
2. TG 1 civ about what cards you have (They can abuse the information so make sure they are your friends)
3. Use active cards either openly or secretly. If you use them secretly (espionage, Sabotage or assassinations), inform the civ who knows what cards you have about the secret action. He will then have to inform everyone else that an unknown civ played card a on civ b which caused effect c...
3B. Keep passive cards until the end of the era (Research, Militarize). If you still have them on the last day of the era, you can reap their benifits.
Minor rules and PAQ (probably asked questions)
Q: Is this open?
A: Yes, And it always will be.
The Application:
- Code: Select all
Name:
Their Short very history:
Starting Items (choose 1 in each Item category, +1 In one Item category of your choice for a total of 6):
Starting location (You can specify specific locations on the map or non specific ones, such as Tropical coastline, Desert, Rocky mountains):
Please note that Territories of Past civilizations are not available as starting location without approval of said civ. Telegram me If you are confused about who is what or consult the Old OOC thread here: viewtopic.php?f=31&t=314747