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The Anthropocene [OOC|Open]

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G-Tech Corporation
Khan of Spam
 
Posts: 64028
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

The Anthropocene [OOC|Open]

Postby G-Tech Corporation » Fri May 31, 2013 10:28 am

"We poison our air and water to weed out the weak! We set off fission bombs in our only biosphere! We kill each other for fun and profit! Don't mess with the human race!" - Unknown


Now is the time of man. He has advanced beyond the beast, made his tools, changed his environment to suit his fancy, and now he stands supreme. The Earth upon which he stands though is not our Earth; a runaway section of the Ice Age still lingers on the land, and civilization has only recently progressed beyond hunting and gathering in clan groups, though the year is 0 BC. Now groups are forming, tribes becoming nation, and it remains to be seen which one of these rising powers will make their name in the time of man. Savage barbaric raiders menace the lands, brave new regions can be colonized, and even nascent industries shall be developed.

This is the Anthropocene, and man reigns supreme.

Image










Short intro is short.

This is, essentially, a civilization-building RP. You, the players, will advance techs, manage your growing populaces, and conquer more lands for your people to thrive and work in. This is, however, not a completely free-form RP. Defined progress will be made over time, as I will explain later; suffice to say that one of the main parts of this RP will be deciding what your government wants to focus its efforts on, a decision tied up in Advancement Points.

Now I hear you say, what the devil are Advancement Points? They are, essentially, a measure of what your civilization is focusing on. If your government wants to develop the weapons of your Civilization, that's a few Advancement Points. If your government wants to invade another province, that's a few action points. If your government wants to open a trade route with another civilization, that's an Advancement Point. Etc, etc. You get the idea. There will be a full table below.

Without more to do, here is your charming application.

Code: Select all
[b]Civilization Name:[/b]
[b]Map Color:[/b]
[b]Starting Province:[/b] (name of province IC, name of province IRL) (putting up an edited map is best)
[b]Starting Tech Edge:[/b] (One Tier 1 Tech)
[b]Starting Resource Bonus:[/b] (Growth, Currency, Stability)
[b]Civilization Description:[/b]


Other relevant information is below.

Each player starts with one hundred thousand citizens, and Tier 0 tech in all categories, as well as 100 Currency. The Starting Province begins the game at 90% Stability.


Currency: +50 Currency at the start of the game. Growth: +10,000 citizens at the start of the game. Stability: +10% Stability in your first Province.


Advancement Points are acquired in two ways: Progress Periods, and time. Every page of IC each player receives a single Advancement Point; this may be spent or saved as the player wishes. Every Progress Period each player also receives a number of Advancement points based on the number of Provinces they hold in a non-linear fashion. These too may be either spent or saved as the player wishes.


There are two resources in the era of the Anthropocene: population and currency. Population grows in each province at a rate determined by Provincial Improvements; this is visible in your growth rate for overall populace. The populace sum total will grow to the limit based on the carrying capacity (a function of Agriculture) of all your Provinces, at which point it will max out. Your military is derived from your populace, and as such population growth should be prioritized if one wishes to field a large military. Currency is used to create Provincial Improvements, and is generated by many sources. Both Growth and Currency are created by posts in the IC and their production can be aided by Natural Resources. Currency is created based on your Taxation rate, Natural Resources, and Provincial Improvements on even-numbered pages of the IC. Growth is assessed (the growth rate is applied to your population) every odd-numbered page of the IC, and is an average of all your Provinces' growth rates. Neither increase can be 'saved'- if Currency collection is not taken by an individual player on page 2 or page 3- for example- of the IC, that player does not receive their page 2 income, only that of their subsequent pages past page 4. The same holds true for Growth.


Every province grows at a base 5% rate, unless modified by buildings. Recruitment must be deducted from the population of any Province recruited from.


Stability is a measure of how much a given Province supports your government. Only Provinces above or equal to 60% Stability contribute to your Advancement Point calculation each Progress Period, and Provinces below or equal to 30% Stability will rebel from your rule and leave your Civilization. Stability is lost when your Civilization is defeated in battle by 4% in all Provinces adjacent to the one where you were defeated, so repeated military defeats are a good way to lose Provinces to rebellion. Stability is also lost at a rate of 1% in surrounding Provinces for every ten thousand soldiers on your side killed in battle, as modified by tech, so even successful warmongering should be treated with caution. Players may construct Provincial Improvements to improve Stability, or spend 1 Advancement Point to raise the Stability of a Province by 20%.


Combat may be initiated at any point in a player's turn, and consists of sending a military force from one province to another hostile province. Combat is conducted taking into account three factors: military size, military power, and bonuses. Military size is simple: how many men are engaging in combat? If one side sends seven thousand men against three thousand enemies, the larger side holds the advantage. Military power is a function of training, armor, and weaponry, and is addressed in those techs. Bonuses are provided by various improvements in Provinces, both on the side of the defender, and the side of the attacker. The general formula for combat is like so:
Attacker Strength = ((#men/1000)+(Weapons+Armor+Training)+Bonuses)
Defender Strength = ((#men/1000)+(Weapons+Armor+Training)+Bonuses)
Compare Attacker Strength to Defender Strength, determining a Combat Ratio. Then choose the side with the higher number in the Combat Ratio; divide the number of their men by ten. Every player post they take that number of casualties, and inflict ratio casualties on the loser of the engagement.

Example:
Province A attacks Province B with seven thousand men against three thousand men. Both sides have only Tier 1 techs, and no bonuses, so the calculation looks as follows.
Attacker Strength = ((7000/1000)+(1+1+1)+0) = 10
Defender Strength = ((3000/1000)+(1+1+1)+0) = 6
So the Combat Ratio is 6:10 in favor of the attacker; they will inflict ten casualties for every six they take. Now, to assess casualties, we take their number of men (7000) and divide by ten to get seven hundred. The attackers take seven hundred casualties, and the defender takes ten casualties for every six the attacker took. That calculation follows this formula:
Winner Strength*Winner Casualties = Loser Strength*Loser Casualties
So 10*700 = 6*Loser Casualties
So the losing side would take 1167 Casualties to the Winner's seven hundred.

Notes: Round all numbers to multiples of 100.
If an army is ever outnumbered more than 5:1 in Size, it is automatically destroyed with only one round of casualties on the part of the attacker.
Conscripts never benefit from Training. If both Professionals and Conscripts are present in a battle, take the weighted average of the two values to determine Training value.
Attacks may be launched across oceans at any point in the game, but suffer a -3 Bonus.
If one side wishes to retreat, they must declare so. They then suffer as many casualties as they would in two rounds of combat (with no losses to the remaining side) and withdraw to an adjacent Province chosen by their owner.


Province A spends one AP and launches a military campaign against Province B, using 2000 men, 1000 of which are Conscripts.
Province A has a Weapons score of 3, an Armor score of 2, and a Training Level of 2.

Province B defends with 1000 men, all Professionals and has a Border Wall Provincial Improvement.
Province B has a Weapons score of 3, and Armor score of 0, and a Training Score of 1.

Battle 1:
Attacker Strength = [2000/1000]+3+2+(Training Score)+(Bonuses)
Training Score is based on the percentage of Professionals in the army, times the Training Level. So the Training Score of the Attackers is (1000/2000)*2, so 1. Province A also has no Bonuses provided by improvements.
So the Attacker's Strength is [2+3+2+1] = 6

Defender Strength = [1000/1000]+3+0+(Training Score)+(1 Bonus from Border Wall)
As Province B is using only Professionals, they use their full training level of 1. Note how Province A's use of Conscripts essentially negated their advantage in Training, but gave them a boost overall as they can sustain more casualties. It did not, actually, improve their kill ratio, as the +1 from military size was canceled by the -1 to their Training. Each commander must decide if more men outweigh the detrimental effect of including Conscripts in any military campaign.
So the Defender's Strength is [1+3+1+1] = 5

Thus the Attacker has an advantage of only 6:5, despite having better armor, due to the Conscripts and Border Wall, but they do have more men to lose.

The Attacker takes their ten percent casualties, or 200 men lost. The Defender takes 200*(6/5) casualties, in a ratio, and so loses 240 men.

Both sides may take casualties as they wish, and then this calculation is repeated until one side is destroyed or unable to reach 1 Strength, in which case they are automatically crushed.


This is an incomplete list, to be added to when I feel like it.

Each Province may only have two Provincial Improvements, unless modified by Tech. Improvements may be destroyed at any time, but will not refund any of their cost.

Farm [Costs 100 Currency] [+1% growth]
Marketplace [Costs 200 Currency] [+10 Currency rate]
Border Wall [Costs 250 Currency] [+1 Defense Bonus]
Primitive Fortress [Costs 400 Currency] [+2 Defense Bonus]
Observation Outpost [Costs 300 Currency] [+1 Attack Bonus]
Acreage [Costs 180 Currency] [+2% growth]
Bazaar [Costs 350 Currency] [+20 Currency rate]
Court of Law [Costs 200 Currency] [+10% Stability]


Techs may be purchased for an amount of Advancement Points equal to their Tier; all Civilizations start with Tier Zero tech and may purchase more from there. A Tier One tech costs 1 Advancement Point, a Tier 2 tech costs 2 Advancement Points, etc.

Agriculture:
Zero: Your people have mastered hunting and gathering. Yay? [150,000 Provincial Population Maximum]
One: Your people have figured out that you can actually plant seeds. [200,000 Provincial Population Maximum]
Two: Your people have determined that different types of crops grow better in different places. [250,000 Provincial Population Maximum]
Three: Your people understand planting in seasons. [300,000 Provincial Population Maximum]
Four: Your people now irrigate their crops. [400,000 Provincial Population Maximum]
Five: Your people comprehend organic fertilizers. [500,000 Provincial Population Maximum]
Six: Your people have domesticated animals to help them work their fields. [650,000 Provincial Population Maximum]
Seven: Your people understand crop rotation and the seasons fully. [800,000 Provincial Population Maximum]

Construction:
Zero: Straw huts and mud daub for all! [2 Max Provincial Improvements]
One: Your people have pioneered mud bricks. [3 Max Provincial Improvements]
Two: Your people can use stone rubble in their buildings. [4 Max Provincial Improvements]
Three: Your people have learned how to make real clay bricks. [5 Max Provincial Improvements]
Four: Your people can shape stone to raise their edifices. [6 Max Provincial Improvements]
Five: Your people build well with mortar and stone. [7 Max Provincial Improvements]
Six: Your people build dwellings with multiple floors. [8 Max Provincial Improvements]
Seven: Your people are urban planners and builders beyond compare. [10 Max Provincial Improvements]

Taxation:
Zero; Your government occasionally finds a few dropped coins from merchants. [+10 Currency rate from each Province]
One: Your government actually manages to collect taxes from a few unlucky souls. [+14 Currency rate from each Province]
Two: Your government assesses taxes somewhat more often than every generation. [+18 Currency rate from each Province]
Three: Your government taxes people when they get married. [+22 Currency rate from each Province]
Four: Your government taxes the people when they die. [+26 Currency rate from each Province]
Five: Your government taxes the merchants and fat cats. [+30 Currency rate from each Province]
Six: Your government runs censuses to make sure they tax everyone. [+34 Currency rate from each Province]
Seven: Your government even has taxmen to catch the few who slip through the cracks of the bureaucracy. [+40 Currency rate from each Province]

Military Professionalism:
Zero: Your army is a bunch of untrained peasants. [.5% professional recruitment rate, 1% conscription rate, no Training]
One: Your army is a rabble of barely-trained peasants. [.5% professional recruitment rate, 1% conscription rate, 1 Training]
Two: Your army can now march in formation, and more people think they might be a good choice for a career. [1% professional recruitment rate, 1.5% conscription rate, 1 Training]
Three: Your army actually gets paid. [1% professional recruitment rate, 2% conscription rate, 2 Training]
Four: Your army retains a few veterans. [1.5% professional recruitment rate, 2.5% conscription rate, 2 Training]
Five: Your army can now use better draft laws and has barracks. [1.5% professional recruitment rate, 3% conscription rate, 3 Training]
Six: Your army has trained extensively, and swells in size. [2% professional recruitment rate, 4% conscription rate, 4 Training]
Seven: Your army now has academies specifically devoted to training its permanent members. [2.5% professional recruitment rate, 5% conscription, 5 Training]

Martial Culture:
Zero: Your people don't like war. [4% Stability Loss from Military Defeat, 1% Stability Loss from 10,000 Casualties]
One: Your people begrudgingly accept a standing military. [4% Stability Loss from Military Defeat, 1% Stability Loss from 15,000 Casualties]
Two: Your people have learned to tolerate occasional warfare. [3% Stability Loss from Military Defeat, 1% Stability Loss from 15,000 Casualties]
Three: Your people actually support individual soldiers. [3% Stability Loss from Military Defeat, 1% Stability Loss from 20,000 Casualties]
Four: Your people have begun to like the military. [3% Stability Loss from Military Defeat, 1% Stability Loss from 25,000 Casualties]
Five: Your people have accepted the reality of the fortunes of war. [2% Stability Loss from Military Defeat, 1% Stability Loss from 25,000 Casualties]
Six: Your people support your military's efforts, despite some costs. [2% Stability Loss from Military Defeat, 1% Stability Loss from 35,000 Casualties]
Seven: Your people are fiercely militaristic. [1% Stability Loss from Military Defeat, 1% Stability Loss from 50,000 Casualties]

Armaments:
Zero: Your men are armed with sticks and stones that occasionally break bones. [No Effect]
One: Your men carry primitive spears and hand-axes. [+1 Weapons]
Two: Your men have crude copper swords and daggers. [+2 Weapons]
Three: Your men carry fine copper implements of war. [+3 Weapons]
Four: Your men are armed with rudimentary bronze weapons. [+4 Weapons]
Five: Your men are armed with well-smithed bronze swords and spears. [+6 Weapons]
Six: Your men have primitive iron spears and short swords. [+8 Weapons]
Seven: Your men carry the finest iron swords and weapons. [+10 Weapons]

Armor:
Zero: Your soldiers wear only rough-spun cloaks and tunics. [No Effect]
One: Your soldiers are equipped with armor made from the hides of beasts. [+1 Armor]
Two: Your soldiers have tougher leather armor to protect themselves with, and rudimentary hide shields. [+2 Armor]
Three: Your soldiers wear copper scale-mail and have hammered copper shields. [+3 Armor]
Four: Your soldiers are clad in fine copper mail and wield bronze shields. [+4 Armor]
Five: Your soldiers wear tough bronze mail shirts and helms. [+6 Armor]
Six: Your soldiers are clad in resilient bronze mail of exquisite make, and carry iron shields. [+8 Armor]
Seven: Your soldiers have formidable iron mail and wear iron helms. [+10 Armor]

Logistics:
Zero: Your men carry their own supplies, and standardization is hard to come by. [50% of your standing military may be deployed in one Attack or moved between Provinces]
One: Some pack animals support your men's. [55% of your standing military may be deployed in one Attack or moved between Provinces]
Two: A few men have been devoted to bringing supplies to the army. [60% of your standing military may be deployed in one Attack or moved between Provinces]
Three: Stockpiles have been made throughout your territory to help your army march more efficiently. [60% of your standing military may be deployed in one Attack or moved between Provinces]
Four: Your military has dedicated supply caravans. [65% of your standing military may be deployed in one Attack or moved between Provinces]
Five: Quartermasters have arisen, and supplies are centrally distributed. [70% of your standing military may be deployed in one Attack or moved between Provinces]
Six: Your consolidated supply systems have almost no problems carrying goods for much of your army. [80% of your standing military may be deployed in one Attack or moved between Provinces]
Seven: Military discipline, an excellent supply chain, and scheduled supply trains keep your men well-provisioned indeed. [90% of your standing military may be deployed in one Attack or moved between Provinces]

Natural Resources:
Zero: Your people understand the benefit of threshing and harvesting fertile wheatfields. [+10 Currency rate if in possession of Wheat, +1% Stability in all if in possession of Barley]
One: The discovery of stone quarries has made your people more productive. [+30 Currency rate if in possession of Granite, +1% overall growth rate if in possession of Marble]
Two: The refinement of some metals has lead to much trade in your civilization. [+60 Currency rate if in possession of Silver, +2% Stability in all Provinces if in possession of Brass]
Three: Fertile growing country has made for a booming industry in wines and spirits. [+100 Currency rate if in possession of Vines, +2% overall growth rate if in possession of Hops]
Four: Great timbers and forests are now being felled and bring many boons to your people. [+160 Currency rate if in possession of Forests, +3% Stability in all Provinces if in possession of Cedars]
Five: The trade in the metals of war has made your smiths rich. [+3% overall growth rate if in possession of Pewter, +210 Currency rate if in possession of Ferrous Ore]
Six: Exotic goods and luxury items are in high demand amongst your people. [+290 Currency rate if in possession of Gems, +4% Stability in all Provines if in possession of Incense]
Seven: Lustrous gold is now desired by the wealthy far and wide. [+300 Currency rate if in possession of White Gold, +350 Currency rate if in possession of Red Gold]

Trade Routes:
Zero: A few traders wander afar sometimes. [1 Trade Route]
One: Some of your people are successful as merchants. [3 Trade Routes]
Two: Some commerce passes through your cities. [5 Trade Routes]
Three: Local merchants are quite successful. [7 Trade Routes]
Four: Some of your people are making much money trading with other states. [9 Trade Routes]
Five: Trade is a large part of your merchant's activities. [12 Trade Routes]
Six: Commerce is king in your dockyards and bazaars. [18 Trade Routes]
Seven: Your merchants live like nobility, and the changing of money and goods suffuses all your towns. [25 Trade Routes]

Trade Distance:
Zero: Your local caravans can carry a few goods. [Can trade to adjacent provinces]
One: A few long-distance traders travel your territories. [Can trade 1 province away]
Two: Some ships have begun plying your waters. [Can trade two provinces away, three if by sea]
Three: Your merchants can travel quite a distance to peddle their wares. [Can trade three provinces away, five if by sea]
Four: Your trade caravans journey far and wide. [Can trade four provinces away, seven if by sea]
Five: Your merchants make it one of their creeds to see exotic places. [Can trade five provinces away, nine if by sea]
Six: Your far-ranging purveyors of goods are known throughout most of the world. [Can trade seven provinces away, eleven if by sea]
Seven: Your merchantmen have traveled to all the lands unto the edge of civilization. [Can trade ten provinces away, twenty if by sea]

Military Recruitment:
Zero: Most people are unwilling to work for the military. [100 gold to recruit 1000 men]
One; A few people consider military work tolerable. [90 gold to recruit 1000 men]
Two: Some people actually choose the military as a good career. [80 gold to recruit 1000 men]
Three: People respect the military, and join in willingly. [70 gold to recruit 1000 men]
Four: Military men are held in great regard, and their ranks swell easily. [60 gold to recruit 1000 men]
Five: Your soldiers are held in esteem, and recruiters only open occasionally lest they be swamped. [40 gold to recruit 1000 men]
Six: Your military units have to turn away men from their ranks. [30 gold to recruit 1000 men]
Seven: Your soldiers have to kick overeager recruits out of their barracks every night before bed. [10 gold to recruit 1000 men]


When players launch Attacks against NPCs, consult this list for opposition forces. Alternatively, you can buy provinces for the amount of gold listed. Any Natural Resources in Provinces will be announced by me in the OOC.
Number of Provinces = the number of Provinces a player already occupies. One is the default, since you need one province to not be eliminated from the game.

Number of Provinces | Cost to Annex | Opposition Forces | Opposition Forces Weapons/Armor/Training
One | 200 Currency | 1000 Men | 0/0/0
Two | 400 Currency | 2000 Men | 1/1/0
Three | 700 Currency | 4000 Men | 1/1/1
Four | 1100 Currency | 7000 Men | 2/2/1
Five | 1600 Currency | 10000 Men | 2/2/1
Six | 2200 Currency | 15000 Men | 3/2/2
Seven | 2900 Currency | 22000 Men | 3/3/3
Eight | 3700 Currency | 30000 Men | 4/4/3
Nine | 4600 Currency | 39000 Men | 5/5/3
Ten | 5600 Currency | 49000 Men | 6/6/4
Eleven | 6700 Currency | 50000 Men | 7/7/4
Twelve | 7900 Currency | 62000 Men | 8/8/4
Thirteen | 9200 Currency | 75000 Men | 9/9/5
Fourteen | 10600 Currency | 89000 Men | 10/10/5
Fifteen | 12000 Currency | 104000 Men |10/10/5

NPC Provinces start at 50% Stability when conquered, and quadruple the population of their defenders. A Province defended by twenty five thousand men will have a conquered population of one hundred thousand, etc.


Any questions or comments are always welcome; suggestions for additions to the Techs and Provincial Improvements will also be considered.




Accepted Players


If you are on the map you've been accepted.
Last edited by G-Tech Corporation on Sat Jun 08, 2013 2:53 pm, edited 28 times in total.

User avatar
Dragosovlkiav
Minister
 
Posts: 2817
Founded: Dec 01, 2011
Ex-Nation

Postby Dragosovlkiav » Fri May 31, 2013 10:35 am

this sounds very interesting... if i had internet i'd be more than happy to join,
i'm a scalie(Dracophile to be exact), and if any one dares harm my counterparts and comrades, your a** is mine.
i am also DAMN PROUD OF IT!
"I believe in one thing only, the power of human will."
Joseph Stalin
"Without a revolutionary theory there cannot be a revolutionary movement."
Vladimir Lenin
“Anyone can deal with victory. Only the mighty can bear defeat.”
Adolf Hitler

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 64028
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 31, 2013 10:39 am

Dragosovlkiav wrote:this sounds very interesting... if i had internet i'd be more than happy to join,


If in doubt, steal more Internet.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Prusseuss
Senator
 
Posts: 4481
Founded: Feb 12, 2013
Ex-Nation

Postby Prusseuss » Fri May 31, 2013 11:09 am

Civilization Name:The Nordic Empire
Map Color:Purple
Starting Province:IRL: The British Isles
Starting Tech Edge:One: Your men carry primitive spears and hand-axes. [+1 Weapons]
Starting Provincial Resource:Currency ?
Civilization Description:WIP
98% of all Internet users would cry if Facebook broke down. If you are part of that 2% who simply would sit back and laugh, copy and paste this into your sig.
FLY,MAGICKARP,FLY !!!!!!!!!!!!!!!
" So every time I press this button,a person somewhere dies,but I get a million dollars ? "
" Yes,but don't be to hasty....."
*presses button 10 times*
" I'll take my ten million dollars now"
"............"

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Fri May 31, 2013 11:14 am

Reserving Iceland for me.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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G-Tech Corporation
Khan of Spam
 
Posts: 64028
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 31, 2013 11:15 am

Prusseuss wrote:Civilization Name:The Nordic Empire
Map Color:Purple
Starting Province:IRL: The British Isles
Starting Tech Edge:One: Your men carry primitive spears and hand-axes. [+1 Weapons]
Starting Provincial Resource:Currency ?
Civilization Description:WIP


Sounds good, except for the part where you can choose a single British province to start :P
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Jormengand
Powerbroker
 
Posts: 8414
Founded: May 22, 2010
Ex-Nation

Postby Jormengand » Fri May 31, 2013 11:16 am

Ah, generic armies which are reduced to numbers. We love you.

Civilization Name: The Grey Cults
Map Color: Grey for the grey gods!
Starting Province: La Torre di Libra, which is in the province to the lower right of the province to the top right of Spain. Sorry, I can't give a better description than that.
Starting Tech Edge: Taxes - all are willing to pay to help the cause!
Starting Provincial Resource: Assuming that's the natural resource, we'll make it wheat because then I don't have to spend any advancement on it. :D
Civilization Description: The Grey cults are essentially pre-Libra cults. Without their plate-armour-clad gods of war, they essentially fight for the cause of everyone not killing everyone else too hard. The fact that, given a thousand or so years, their purpose will be completely inverted doesn't seem to bother them much. Anyway, yeah, so they sit around trying to make peaceful solutions to everything, unless it's quicker to kill it.
Jormengand wrote:It would be really meta if I sigged this.

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Prusseuss
Senator
 
Posts: 4481
Founded: Feb 12, 2013
Ex-Nation

Postby Prusseuss » Fri May 31, 2013 11:27 am

Civilization Name:The Nordic Empire
Map Color: RED FOR THE BLOOD GOD !!!!!!
Starting Province: IRL: The western province that is most north
Starting Tech Edge:One: Your men carry primitive spears and hand-axes. [+1 Weapons]
Starting Provincial Resource:Currency ?
Civilization Description:WIP
98% of all Internet users would cry if Facebook broke down. If you are part of that 2% who simply would sit back and laugh, copy and paste this into your sig.
FLY,MAGICKARP,FLY !!!!!!!!!!!!!!!
" So every time I press this button,a person somewhere dies,but I get a million dollars ? "
" Yes,but don't be to hasty....."
*presses button 10 times*
" I'll take my ten million dollars now"
"............"

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 64028
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 31, 2013 11:28 am

Jormengand wrote:Ah, generic armies which are reduced to numbers. We love you.

Civilization Name: The Grey Cults
Map Color: Grey for the grey gods!
Starting Province: La Torre di Libra, which is in the province to the lower right of the province to the top right of Spain. Sorry, I can't give a better description than that.
Starting Tech Edge: Taxes - all are willing to pay to help the cause!
Starting Provincial Resource: Assuming that's the natural resource, we'll make it wheat because then I don't have to spend any advancement on it. :D
Civilization Description: The Grey cults are essentially pre-Libra cults. Without their plate-armour-clad gods of war, they essentially fight for the cause of everyone not killing everyone else too hard. The fact that, given a thousand or so years, their purpose will be completely inverted doesn't seem to bother them much. Anyway, yeah, so they sit around trying to make peaceful solutions to everything, unless it's quicker to kill it.


1) This map is a real world map with real world provinces- if you can just give me the real name that would be dandy.
2) Actually the Starting Resource is either Currency, Growth, or Stability, as in +50 Currency, +10000 Population, or +10% Stability.

Otherwise looks good. Everyone loves generic armies.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Caecuser
Negotiator
 
Posts: 6896
Founded: Jul 01, 2012
Ex-Nation

Postby Caecuser » Fri May 31, 2013 11:31 am

I'd like to tag this and also put out a reservation for the North-East of England, just before I go to a neighborly party.

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Jormengand
Powerbroker
 
Posts: 8414
Founded: May 22, 2010
Ex-Nation

Postby Jormengand » Fri May 31, 2013 11:36 am

G-Tech Corporation wrote:
Jormengand wrote:Ah, generic armies which are reduced to numbers. We love you.

Civilization Name: The Grey Cults
Map Color: Grey for the grey gods!
Starting Province: La Torre di Libra, which is in the province to the lower right of the province to the top right of Spain. Sorry, I can't give a better description than that.
Starting Tech Edge: Taxes - all are willing to pay to help the cause!
Starting Provincial Resource: Assuming that's the natural resource, we'll make it wheat because then I don't have to spend any advancement on it. :D
Civilization Description: The Grey cults are essentially pre-Libra cults. Without their plate-armour-clad gods of war, they essentially fight for the cause of everyone not killing everyone else too hard. The fact that, given a thousand or so years, their purpose will be completely inverted doesn't seem to bother them much. Anyway, yeah, so they sit around trying to make peaceful solutions to everything, unless it's quicker to kill it.


1) This map is a real world map with real world provinces- if you can just give me the real name that would be dandy.
2) Actually the Starting Resource is either Currency, Growth, or Stability, as in +50 Currency, +10000 Population, or +10% Stability.

Otherwise looks good. Everyone loves generic armies.

But I don't KNOW the real name!

Oh, I'll just have the one on the top left of Spain, just to be simpler.

And I'll have the currency, then.
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G-Tech Corporation
Khan of Spam
 
Posts: 64028
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 31, 2013 11:37 am

Caecuser wrote:I'd like to tag this and also put out a reservation for the North-East of England, just before I go to a neighborly party.


Fair enough, I'll keep it open.
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G-Tech Corporation
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Posts: 64028
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 31, 2013 11:44 am

Jormengand wrote:
G-Tech Corporation wrote:
1) This map is a real world map with real world provinces- if you can just give me the real name that would be dandy.
2) Actually the Starting Resource is either Currency, Growth, or Stability, as in +50 Currency, +10000 Population, or +10% Stability.

Otherwise looks good. Everyone loves generic armies.

But I don't KNOW the real name!

Oh, I'll just have the one on the top left of Spain, just to be simpler.

And I'll have the currency, then.


Righto then, you're the first accepted player then. I'll get you edited in and whatnot in a jiff.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Prusseuss
Senator
 
Posts: 4481
Founded: Feb 12, 2013
Ex-Nation

Postby Prusseuss » Fri May 31, 2013 11:46 am

G-Tech Corporation wrote:
Jormengand wrote:But I don't KNOW the real name!

Oh, I'll just have the one on the top left of Spain, just to be simpler.

And I'll have the currency, then.


Righto then, you're the first accepted player then. I'll get you edited in and whatnot in a jiff.

Is my app accepted ?
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FLY,MAGICKARP,FLY !!!!!!!!!!!!!!!
" So every time I press this button,a person somewhere dies,but I get a million dollars ? "
" Yes,but don't be to hasty....."
*presses button 10 times*
" I'll take my ten million dollars now"
"............"

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G-Tech Corporation
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Posts: 64028
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 31, 2013 11:49 am

Prusseuss wrote:
G-Tech Corporation wrote:
Righto then, you're the first accepted player then. I'll get you edited in and whatnot in a jiff.

Is my app accepted ?


I'm waiting on a Civ Description. Also, were you referencing a British Province?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Prusseuss
Senator
 
Posts: 4481
Founded: Feb 12, 2013
Ex-Nation

Postby Prusseuss » Fri May 31, 2013 11:51 am

G-Tech Corporation wrote:
Prusseuss wrote:Is my app accepted ?


I'm waiting on a Civ Description. Also, were you referencing a British Province?

Actually,can I just have the Island up north ?
98% of all Internet users would cry if Facebook broke down. If you are part of that 2% who simply would sit back and laugh, copy and paste this into your sig.
FLY,MAGICKARP,FLY !!!!!!!!!!!!!!!
" So every time I press this button,a person somewhere dies,but I get a million dollars ? "
" Yes,but don't be to hasty....."
*presses button 10 times*
" I'll take my ten million dollars now"
"............"

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G-Tech Corporation
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Posts: 64028
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 31, 2013 11:53 am

Prusseuss wrote:
G-Tech Corporation wrote:
I'm waiting on a Civ Description. Also, were you referencing a British Province?

Actually,can I just have the Island up north ?


Iceland? Yes, if you don't mind sharing the only two provinces there with another player. Ralnis has requested a spot there be held for him.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Mauretania Tingitana
Minister
 
Posts: 2889
Founded: Feb 27, 2013
Ex-Nation

Postby Mauretania Tingitana » Fri May 31, 2013 12:03 pm

Civilization Name: Etruscan Confederacy
Map Color: Olive green
Starting Province:
http://upload.wikimedia.org/wikipedia/commons/8/87/Etruscan_civilization_map.png
Velzna
Starting Tech Edge: Agriculture
Starting Provincial Resource: Growth
Civilization Description:
The Etruscan civilization is the modern English name given to a civilization of ancient Italy in the area corresponding roughly to Tuscany, western Umbria, and northern Latium. The ancient Romans called its creators the Tusci or Etrusci. Their Roman name is the origin of the terms Tuscany, which refers to their heartland, and Etruria, which can refer to their wider region. Very little is currently known about the Etruscans, save for their cultural/infrastructure superiority over Rome until about 500 B.C.
Last edited by Mauretania Tingitana on Fri May 31, 2013 12:25 pm, edited 1 time in total.

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G-Tech Corporation
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 31, 2013 12:14 pm

Mauretania Tingitana wrote:Civilization Name: Etruscan Confederacy
Map Color: Olive green
Starting Province:
http://upload.wikimedia.org/wikipedia/commons/8/87/Etruscan_civilization_map.png
Velzna
Starting Tech Edge: Agriculture
Starting Provincial Resource: Wine
Civilization Description:
The Etruscan civilization is the modern English name given to a civilization of ancient Italy in the area corresponding roughly to Tuscany, western Umbria, and northern Latium. The ancient Romans called its creators the Tusci or Etrusci. Their Roman name is the origin of the terms Tuscany, which refers to their heartland, and Etruria, which can refer to their wider region. Very little is currently known about the Etruscans, save for their cultural/infrastructure superiority over Rome until about 500 B.C.


Almost. As is in the app and seems to confuse a few people, the starting resource isn't a Natural Resource; its Currency, Population, or Stability.
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Phibrisia
Spokesperson
 
Posts: 109
Founded: Nov 13, 2012
Ex-Nation

Postby Phibrisia » Fri May 31, 2013 12:19 pm

Civilization Name: Phriedland
Map Color: Beige?
Starting Province: IC: Phriedland,IRL: Corsica
Starting Tech Edge: Beer distilleries! (Is that legit?)
Starting Provincial Resource: Currency
Civilization Description: A vain people, the Phriedmen have the ambition to dominate the world, and even the drive, but have not been able to grasp militaristic principles. Genetically not very large, or strong, they also do not have a culture which encourages violence or militaristic growth. Despite this, they will fight if necessary but are more than happy to achieve their goals through shrewd powerbrokering and trade.
Hey, check out this super rad RP that needs some talented players! Y'all should check it out

Small sig yo

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G-Tech Corporation
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Posts: 64028
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 31, 2013 12:22 pm

Phibrisia wrote:Civilization Name: Phriedland
Map Color: Beige?
Starting Province: IC: Phriedland,IRL: Corsica
Starting Tech Edge: Beer distilleries! (Is that legit?)
Starting Provincial Resource: Currency
Civilization Description: A vain people, the Phriedmen have the ambition to dominate the world, and even the drive, but have not been able to grasp militaristic principles. Genetically not very large, or strong, they also do not have a culture which encourages violence or militaristic growth. Despite this, they will fight if necessary but are more than happy to achieve their goals through shrewd powerbrokering and trade.


Beer distilleries? :D

If you can suggest a way I could make booze a game mechanic, do do so. Otherwise I'm going to need a tech off the tech list. Otherwise good.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Mauretania Tingitana
Minister
 
Posts: 2889
Founded: Feb 27, 2013
Ex-Nation

Postby Mauretania Tingitana » Fri May 31, 2013 12:25 pm

G-Tech Corporation wrote:
Mauretania Tingitana wrote:Civilization Name: Etruscan Confederacy
Map Color: Olive green
Starting Province:
http://upload.wikimedia.org/wikipedia/commons/8/87/Etruscan_civilization_map.png
Velzna
Starting Tech Edge: Agriculture
Starting Provincial Resource: Wine
Civilization Description:
The Etruscan civilization is the modern English name given to a civilization of ancient Italy in the area corresponding roughly to Tuscany, western Umbria, and northern Latium. The ancient Romans called its creators the Tusci or Etrusci. Their Roman name is the origin of the terms Tuscany, which refers to their heartland, and Etruria, which can refer to their wider region. Very little is currently known about the Etruscans, save for their cultural/infrastructure superiority over Rome until about 500 B.C.


Almost. As is in the app and seems to confuse a few people, the starting resource isn't a Natural Resource; its Currency, Population, or Stability.

That's what I thought, but other people were filling it out differently. Growth.

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Caecuser
Negotiator
 
Posts: 6896
Founded: Jul 01, 2012
Ex-Nation

Postby Caecuser » Fri May 31, 2013 12:28 pm

Civilization Name: Mercatoria
Map Color: Gold
Starting Province: North-East of England (IRL)
Starting Tech Edge: Taxation
Starting Provincial Resource: Currency
Civilization Description: A rather wise group of mercantile towns and unified fishing villages; the beginnings of the Mercatoria show promise with their early understanding and affiliation with Gold and the assorted wealth that it can bring to both individuals and to the Mercatoria as a whole. Having no love for war and its various negative effects, the Mercatoria affirms its decisions to expand as peacefully as possible; warring only for their love of Gold.

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Jormengand
Powerbroker
 
Posts: 8414
Founded: May 22, 2010
Ex-Nation

Postby Jormengand » Fri May 31, 2013 12:29 pm

G-Tech Corporation wrote:If you can suggest a way I could make booze a game mechanic, do do so.

Happy populace increases stability. It could also increase military size...
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G-Tech Corporation
Khan of Spam
 
Posts: 64028
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 31, 2013 12:38 pm

Jormengand wrote:
G-Tech Corporation wrote:If you can suggest a way I could make booze a game mechanic, do do so.

Happy populace increases stability. It could also increase military size...


I considered religion as a stability-inducing mechanic, but I figured some players would have a problem with not being able to be atheistic.

Caecuser wrote:Civilization Name: Mercatoria
Map Color: Gold
Starting Province: North-East of England (IRL)
Starting Tech Edge: Taxation
Starting Provincial Resource: Currency
Civilization Description: A rather wise group of mercantile towns and unified fishing villages; the beginnings of the Mercatoria show promise with their early understanding and affiliation with Gold and the assorted wealth that it can bring to both individuals and to the Mercatoria as a whole. Having no love for war and its various negative effects, the Mercatoria affirms its decisions to expand as peacefully as possible; warring only for their love of Gold.


Looks good. Just to make sure, do you mean England or the UK? I'm assuming England, but its best to check some of these things.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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