Sentient life across the globe has made the first steps towards civilization.
Rules Changes:
1.Civilian Goods/commodity to health conversion Rate Changed to: 2 Civilian Goods => 1 health.
2.Fishing wharfs may employ 2 population
3.Each warband can pillage 1 construction during the movement phase of the cycle if they are in a "friendly" territory (meaning that you either conquered the place or you owned it from the start or you are friends with the owner and he allowed the pillage). Additionally, 1 construction can be freely destroyed each cycle in each region by it's owner.
4.For the second era, Every RL day, the clock of time advances by 2 Cycles. If you missed out a day, have no fear, You can post what you did on the days you missed later.
5. All Era 1 techs now take up 0.5 Knowledge capacity.
Paste Eras:
Dawn - 9 Cycles in total.
Base income for regions:
3 Food 1 Raw Material In rainlands
2 Food 2 Raw Materials in Treelands
1 Food 2 Raw Materials in Coldlands, Swamps, Highlands and Windlands
1 Food, 1 Raw Material, 1 Spice in Deserts.
2 Food and 1 raw materials in Icelands
0 Food, 2 Raw Materials, 2 Dust from Firelands
If you have a Capital in Coldlands, Swamps, Highlands, Windlands or Deserts, you also get a base income of 1 culture (only from the capital region.)
The Constructions buildable from the start are:
-Village.
Cost: 2 Raw Materials 2 Manpower. Takes up 1 space. Provides Living space for 3 population. You start with a free village.
-Warband Camp.
Costs: 2 Raw Materials, 2 manpower. Takes up 1 space. Allows you to train 1 population into 1 pre-gunpowder warband each cycle. Supports up to 3 pre-gunpowder warbands. Can always train Militia warbands that need no warband weapons (they are free).
-Cave.
Costs: 2 Manpower. Takes up 1 space. The cave stores 5 anything.
The Warbands trainable from the start are:
-Militia:
Costs: None (just 1 population)
Trained in: Warband Camp
Strength: 1 Strength.
Speed: 1 Region per cycle.
Special: none.
take up 0.5 knowledge cap each!
Metal Working (2 T) - Unlocks workshops (costs 5 Manpower and 3 Raw Materials. Takes up 1 space). Workshops allow you to produce All sorts of things with your population, provided that you have any techs that unlocked something useful to produce. Only one Population can work here at once to produce 1 product each cycle.
Mining (2 T) - Unlocks Mines (8 Manpower, 1 Raw Material, 1 space). Mines allow you to extract 1 Raw material for 2 Manpower or 2 Raw Materials for 4 Manpower each cycle.
Weapons (3 T) - Unlocks production of spearman Warband Equipment (2 Raw Materials) in workshops. Spearman have base 2 Strength + 1 Strength against cavalry. They may move 1 region each cycle and are trained in Warband Camps.
SPEARMAN ARE NOT THE SAME AS PIKEMAN!
Agriculture (2 T) - Unlocks Gardens (3 Manpower, 1 Raw Materials, 1 Space). You can assign 2 Population to each garden. These populations won't generate manpower. There, They will produce 1 food each + 1 more food (for a total of 3) if you have all 2 slots filled.
Artisans (2 T) - Unlocks civilian goods production in workshops. Each "civilian goods" takes 2 Raw materials to make. Your society gains one health for every 2 civilian product it recieves.
Writing (4 T) - Unlocks Scriptoriums (costs 10 Manpower, 3 Raw Materials, 1 Space each.). + 3 Knowledge capacity. Requires 1 population to run the place (again, pop assigned to buildings won't generate manpower).
Sailing (5 T) - Unlocks ship production in workshops (2 Raw material each) and Port construction (10 manpower, 4 raw material). Ships and Ports can only be built in coastal regions of any climate and swamp regions. Ports allow you to combine 3 ships and to form an "Early Transport fleet". Early Transport fleets can establish 1 water trade route (or colony route) or transport 2 warbands 2 Regions along shorelines. When used to create a trade route, The fleet consumes 1 manpower each turn. Early transports can never go more then 4 Regions away from their home port.
Fishing (2 T) - Unlocks Fishing Wharf construction (6 Manpower, 2 Raw Material, 1 Ship). At the Wharf, 1 unit of population can work to harvest 2 food! or 2 population can harvest 4 food. Can only be built on coastal, Iceland and swamp regions..
Animal Housbandry (3 T) - Unlocks Cavalry Warbands (1 cavalry equipment) and production of cavalry equipment in workshops (2 Food, 2 Raw Materials). Cavalry has 3 Strength and can choose to abandon battles even if it moved during the cycle in which the battle takes place. Has 2 moves each cycle.
Masonry (6 T) - Allows upgrade of villages to towns (2 manpower, 2 raw materials). Towns provide living space for 5. Also allows construction of Walls (10 DS to your region. Warbands can't pass through without owner's consent. Costs 5 Manpower and 4 Raw Materials. Cost 1 manpower to repair 5 DS damage.). Allows construction of Shrines (2 Manpower, 1 Raw material.). In shrines, 1 Population may work to generate 1 Culture.
Crop rotation (6 T) - Allows merger of 2 gardens into a farm (costs 2 Manpower) and construction of farms. Farms allow 4 population to grow crops. Each population working here produces +2 Food.
Archery (6 T) - Allows crafting of archer equipment on workshops (1 Workshop for a cycle + 1 Pop for a cycle + 1 Raw materials = 1 archer equipment). Also allows training archers in warband camps. Archers have 1 Strength. They can attack from behind fortifications and if they are defeated in battle by a melee infantry warband (spearman, swordsman), they resurrect in a neraby friendly region, if such exist. They move 1 region per cycle.
Engineering (15 T REQUIRES Masonry and Metal working) - Allows for a lot of things
- Upgrading towns into cities (costs 25 manpower, 10 Raw materials). Cities provide living space for 20 population but reduce health by 2 per cycle and order by 2 per cycle. Adds 10 DS to the region. Space need of cities is 2!
- Construction of roads (5 manpower, 1 raw material, takes up 0 space). Roads allow for land trade routes and all warbands ending their moves in a region with roads (or roads and ports) connected to the capital recover 1 Strength or 1 Defensive strength.
- Construction of Forts (12 Manpower, 4 Raw materials, 1 space). 5 units can be garrisoned inside each fort (those warbands will be shielded from attack until the form is destroyed. Only ranged units can attack from within forts.) Has 25 DS.
- Construction of Sewers (5 Manpower, 2 Raw Materials, 0 Space). Max 1 sewer for each city. Sewers add +1 Health per cycle.
- Education - (12 T, Requires Writing and useless without engineering) - Allows you to build Academies (15 Manpower, 5 Raw mat, 1 space) or Upgrade Scriptoriums to academies (6 Manpower, 2 Raw mat). Max 1 academy per each City. Academies may employ 1 Population to increase knowledge capacity by 5 and generate either 1 thought or 2 culture.
- Metal Casting - (9 T, Requires metal working) - Allows crafting swordsman equipment in workshops (cost 2 raw mat each) and training of swordsman warbands in warband camps (4 Strength, 1 movement). Also increases room in each mine by 50% so that 6 manpower may be invested to gain 3 raw materials.
- Commerce - (9 T, Requires artisans, animal housbandry and writing.) - Unlocks crafting "trade caravans in workshops (1 Raw mat, 1 Food). Caravans can establish a Trade route between 2 regions connected by road. They consume 1 Manpower each cycle when they run the trade route. Trade routes cannot go further then 4 regions, unless 2 caravans are combined to form a long trade route (same trade capacity as regular trade route but have a range of . Commerce also allows you to make money in workshops (1 raw materials => 10 money). You can name your money whatever you want and use it when trading with other civs. Finally, Commerce lets you build storehouses (costs 5 Manpower, 4 Raw materials, 1 space. Storehouses allow storage of 25 things)
WORK IN PROGRESS
THE. HOLY. RULEBOOK.
Consult often
ERAS AND CYCLES
GENETIC EVOLUTION
-Musical Flair: +2 Culture Each cycle
-Stormborn: +1 Constitution.
-Wings: increase movement for all non-mechanized units with a movement 1 to movement 2. Also allow warbands to fly over small gaps of water
SOCIAL EVOLUTION
CIVILIZATION
This is the most important part. Has sub sections:
What to keep track of:
Resources and goods are counted in units. Each unit amount for... some of the stuff. They may get accumulated if you have storage capacity and can be traded if you have trade routes.
The Regions, Expansion Population growth, Manpower, Thought, Culture, Construction and Research:
Battle!
Example battle, The Battle of Fort Brotherhood in Rainlands.
Trade, Tech leaking, Naval Movement, Exploration, Wonders, Culture, Civilian Goods
Collaborators:
Jute, Scientiam, Jack O Land,
Co-ops:
Too numerous to list.