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folder icon   03-16-2008, 12:44 AM
Dynasties Post #1
~Crusader~

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Well, Ultra has a gigando civilization rpg in the works and it looks like it is shaping up to be pretty intense. Recently, I've been tossing around the idea of operating a civ game (no intention to derail or imitate Ultra, hit me out of the blue) and have decided to post one up here for experimental purposes and fun.

If anyone would like to help me guinea pig this game, please feel free to post comments, suggestion, critiques.

If you would actually like to play then send me a PM and we'll see if we can cobble a small following and try to have a little fun in our free time. Anywho lets start off with a little introduction to the game, a bit of background lore on the world I'm trying to create, and eventually get down to the technical bits and rules. Perhaps eventually if I get adventurous enough, or people have a good response to this, I might even form some sort of map to help visualize the setting and the conditions.

Introduction
This game will be set in your typical medieval/fantasy setting. It will not be a high fantasy genre (no elves, orcs, dwarves, etc.) but will consist of multiple tribes of humans who settle in the land of Murdo (not the town in South Dakota )and establish societies and attempt to dominate the land through military, economics, and politics.

Players will be tasked with coming up with a unique tribe of humans who they will be the leader of. The specifics on this will be brought up a little later.

Lore
The land of Murdo is a world much like our own. Ancient and mysterious, the environment has seen ages rise and fall, great creatures and legends wax and wane. Much of the history of Murdo has been lost to time. Writing, science, mathematics, and all the advancements that any sentient species has accomplished has been forgotten, and what remains of the old peoples is a thing of wonder and mystery to those living in the present.

The last age has ended, and a new one begins. Time upon time again, a new race becomes dominant, and for eons, sentient peoples have struggled with each other to control the land and eventually the world. However, this new age is not only different because of its marking of a new beginning, but it was strange because only one race could arise to dominance. Humans.

Humans have existed for several ages and many of their societies had gained massive advances to keep paces with the other races, yet time and again, their greed and squabbling spelled their downfall. Yet the one area where humans have outpaced their competitors is their ability to survive. While race upon race fell and faded away, humans have remained. Now, at the beginning of a new age among countless others, only humans remain to dominate the land.

Now in this new age, several tribes of humans seek to come to power and gain the land for themselves.

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folder icon   03-16-2008, 12:54 AM
Post #2
~Crusader~

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The Terrain of Murdo
The immediate terrain of Murdo that we'll be dealing with is a temperate climate zone. There are six distinct territories in this land to give the players a variety of options. These territories are:

-Uram's Tusks: Located in the north west section of Murdo, Uram's Tusks or The Tusks is a valley that sits in between a gigantic mountain range called The Ravaged Heights. The territory controls the entire valley, and most of the mountain range. Its borders end at the end of the mountains in all directions and the valley opening to the south.

-Ravage Run: Located just south of The Ravaged Heights, Ravage Run is a very lush plain with a large river, that runs from the mountains and empties into a large lake, Lake Imlue located in the south eastern part of the territory. The territory controls the entire plain, river, and a third of the lake. Its borders end at the beginning of the mountains to the north, the lake to the south east, and the grasslands to the direct south.

-The Tilpolean Woods: Located south of Ravage Run, this territory occupies a small grassland the the north and east, several streams running in several directions, a portion of Lake Imlue to the north east, and The Tilpolean Woods which lie to the south and south west. The territory controls the grasslands, the stream, a third of the lake, and the woods. Its borders end at the farthest known reaches of the south (inaccessible), the lake to the north east, and the rocky hills to the east.

-The Chipped Hills: Located to the east of The Tilpolean Woods, this territory occupy a rocky and hilly area. Lake Imlue is in the north west section of this territory which it controls a third of. The territory controls the entire area of rocky hills which span to the farthest known reaches of the south (inaccessible) and to the dark Pillar Cliffs and the Rose Sea to the east. The Rose Sea extends to the farthest possible east (southernly) and is inacessible. Its borders end at Lake Imlue in the north west, the rolling hills to the north, the Rose Sea in the east, and the farthest known reaches of the south (inacessible).

-Irirann Foothills: Located to the north of The Chipped Hills, this territory consists of rolling green hills, multiple streams and rivers, and a large forest known as Imre's Forest located to the east spanning all the way to theRose Sea. The territory controls the entire wooded hills which run to the north and south until the hills become rocky. It also controls the forest and the surrounding beaches which create the coastline running from south east to north west. Its borders end at the mountains in the far north west, the beaches to the north and east, the cliffs to the south east, and the rocky hills to the south.

-Piearal Island: Located in the middle of the Rose Sea this large island is a small territory that consists of sparsely wooded areas and multiple flowing streams. The land area of the island is a grassland. The territory controls the entire island and a small amount of the waters it is surrounded by. Its borders end at the farthest reaches of the north and east (inacessible) and the coasts towards the south and west.

The Map of Murdo

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folder icon   03-16-2008, 12:55 AM
Post #3
~Crusader~

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Territory Details
NOTE: Some terms are used that are gameplay specifics, refer to the following section (if available!) for definitions.

Uram's Tusks

Basics: The mountains are the crown of Murdo. The northern reaches of the continent are harsh lands that contain poor soil. The weather is just as harsh, severe snows fall year round with the exception of a 4 month period of warmer temperatures that allow for some limited crop growth. What the mountain range and the valley lacks, it makes up for in protection from invading forces and rich mineral deposits. The snowy mountain chain surrounds the valley with the exception of a narrow opening in the south.

History: The Ravaged Heights are sharp and jagged peaks. To the north, the tallest peak, Mount Rianure is a shattered extinct volcano. This territory has been the sight of several societies before, and many ruins and old roads long forgotten litter the mountain peaks and plateaus. Designated color: Sienna

Specifics: When choosing this territoy, one must be very considerate. This territory offers the option of high military value and economic value, but very low political value. Militarily, numerous amounts of minerals exist in the hills just waiting to be mined for the building of a powerful army and the surrounding mountains provide the best defense possible against incoming armies. Economically, these resources can also be used for trade. Politically, the leader who controls this territory can exert little real power, the territory is regularly stricken with famine forcing the controlling leader to reach out to his neighbors for food. Military Rating=10 Economic Rating=7 Political Rating=3

Existing Raw Resources: Rating=9
Coal, Copper, Iron, Granite, Wood, and 1 mystery resource (discovered upon selection of the territory)
Existing Food Resoures: Rating=2
Wild Game, Fresh Water, Foraging (weather permitting)


Ravage Run

Basics: A very rich area that has an abundance of options. With perfect climate for agriculture, this area lacks very little and is a very safe choice for a leader. The climate and weather are very bearable with mild summers and cold winters. With some protection from the mountains to the north and the lake to the south east, this territory has a little bit of everything. It is a somewhat isolated area.

History: The spot for many successful societies in the past. Reputed to be the old country of the gods, this area lacks in nothing. This territory has also been the sight of many battles of old and its green pastures are perfect for animal husbandry and agriculture. The namesake river running down the middle of the territory, is the most defining feature of the area. The powerful river is excellent for moving goods through the territory, not to mention troops. The most dominant societies have most often budded from this territory. Designated color: DarkOliveGreen

Specifics: Choosing this territory is a safe choice. Arguably the most efficient territory, it will has strong influence in all aspects of your society. Militarily it has the advantage of The Ravaged Heights to the north and Lake Imlue to the south east to guard its borders. This area also has the advantage of numerous minerals to be gained from the base of the mountains. Economically the mentioned minerals and agricultural aspect of this territory is superb. With food deprived Uram's Tusks to the north and small military to the south, politically this territory has high influence in its area. Military Rating=7 Economic Rating=8 Political Rating=7

Existing Raw Resources: Rating=6
Coal, Wood, Flint, and 3 mystery resources
Existing Food Resources: Rating=9
Farmable Land, Animal Husbandry, Foraging, Fresh Water, Fish, Wild Game


The Tilpolean Woods

Basics: With Lake Imlue to the north east and The Tilpolean Woods to the south, this territory has an interesting amount of options. The weather is somewhat variable, with hot summers and rather cool winters. Yet the climate is far from unbearable and allows for a decent amount of agriculture.

History: An area shrouded in mystery. Ancient legends still exist from this corner of the land of monsterous beings who once ruled the world. The tall trees of the forest have harbored many societies before and were once known to have many mysterious and vicious creatures in them. Designated color: DarkOrange

Specifics: An interesting choice for the discerning leader. This area allows for a decent amount of military ability, but lacks strong raw minerals. Economically, this is a good choice for a society with a strong amount of agriculture and the abundance of wood. Politically, this society is a middle of the road choice. Its political power will be determined by the strength of the leader who chooses it. Military Rating=5 Economic Rating=7 Political Rating=5

Existing Raw Resources: Rating=6
Wood, Flint, Clay, and 3 mystery resources
Existing Food Resources: Rating=8
Farmable Land, Animal Husbandry(Limited), Fish, Wild Game, Foraging, Fresh Water


The Chipped Hills

Basics: These hills are the face of southern Murdo. With difficult soil, unpredictable weather, and during the summer a scorching climate, only the strong survive. This territory either makes an indomintable society or destroys whoever settles there. Boasting a modest amount of minerals, this territory has good potential with Lake Imlue to the north west and a fantastic protection to the east from The Pillar Cliffs and the Rose Sea.

History: Although not popular for settlement in recent history, this territory was the favored spot of some of the most martial and oppressive societies in history. With only the eastern and northern territories to deal with, this expansive territory could concentrate all its power on either defense or offense. With notable ruins near the cliffs by the sea, this territory has a rich amount of history just waiting to be uncovered. Designated color: Gray

Specifics: A difficult territory to necessarily thrive in, but when commanded the correct way, it is a difficult territory for your opponents to overcome. A strong amount of resources are available here, along with good protection from the east to allow for a strong military. Economically, raw minerals may be used for trade and influence money flow. Politically, it is middle of the road because of its low amount of food and is very dependent on the commander's ability whether political power can really be possessed. Military Rating=8 Economic Rating=6 Political Rating=6

Existing Raw Resources: Rating=8
Iron, Clay, Granite, Flint, gold, and 1 mystery resource
Existing Food Resources: Rating=4
Farmable Land, Fish, Fresh Water


Irirann Foothills

Basics: Rolling hills of beautiful grasslands make up the southern and western portion of this territory while Imre's Forest lies to the east with the Rose Sea to the north. This land enjoys a very moderate climate with cool summers and mild winters. With many streams looping around many hills, it is an ideal spot to establish a successful society.

History: A setting for a few societies in the past, these hills were known in ages long ago for a titantic battle that almost tore asunder the entire world. Yet looking at the setting now one would never know that such large implications ever laid upon this land. The few societies that were known to exist here were noted for their inactivity because of the ideal settings and lack of need to interact with the other peoples. Designated color: Red

Specifics: An overall solid choice for a territory. Militarily it offers a ward to the east with the large forest and a moderate amount of resources, however, it is open to attack from the north, west, and south. Economically it is modestly strong, boasting a good agriculture potential and decent tradable resources. Politically it is extremely influential as it is the cross roads for many societies to interact with each other and because of its self-sufficiency. Military Rating=5 Economic Rating=7 Political Rating=10

Existing Raw Resources: Rating=9
Iron, Wood, Coal, Clay, and 1 mystery mineral
Existing Food Resources: Rating=7
Farmable Land, Animal Husbandry, Fresh Water, Wild Game, Foraging


Piearal Island

Basics: An isolated island in the Rose Sea that is an established territory. Just as large as the other territories, it offers a unique range of resources and options for the leader. Being a dominant presence in the sea allows the best defense available. While the weather can be stormy and violent, the climate is cool and known for somewhat short summers and long but mild winters. Its only downfall is a shortage of fresh water.

History: This island has little recorded history as the ability to traverse the waves has only come in very recent times after being forgotten for eons. However some mysterious ruins have been noticed in the far north eastern beaches. Designated color: Olive

Specifics: This is an interesting choice for the leader. This island is a venerable fortress only surpassed by its neighbor to the west. Militarily it also has several valuable resources. Economically it is rather weak as trading options are somewhat limited along with certain desirable resources. Politically it is also somewhat weak being seperated from the mainland, yet potentially is there for a very capable ruler. Military Rating=8 Economic Rating=4 Political Rating=4

Existing Raw Resources: Rating=3
Wood, Flint, and 4 mystery resources
Existing Food Resources: Rating=6
Farmable Land, Fish, Fresh Water(limited), Foraging, Wild Game


Ratings
There are 3 different ratings for your initial territory with a possible scoring range of 1-10:
Military - The territory's natural affinity to a military. Increases the strength of military buildings (fortresses and walls) along with increasing the capacity of how many units you may control. A rating of 4 would increase the strength of you fortresses and walls by 40 and increase your military capacity by 4 units.
Economic - The territory's abundance of resources. Increases your starting foodstuffs by rating X 50. A rating of 4 would increase the starting foodstuffs by 200.
Political - The territory's allowance for natural political power. This rating is derived from your territory's strategic location and the abundance of resources. The rating determines how much gold you will start out with along with how many people your tribe will contain at the beginning of the game. A rating of 4 would increase your gold by 400 and your population by 40. This rating is arbitary for the rest of the game and is determined by the player's own actions with his/her rivals.

Player ratings will also be given out based on these similar categories. These ratings are determined by the Game Master with a range of 1-10:
Military - This rating will be determined by the creativity and originality of the description of your military.
Economic - This will be determined by the creativity and originality of the lore and history of your people.
Political - This will be determined by the creativity and originality of the character of the leader.

Territory and player ratings will be averaged (rounded up) together after they have been determined.

IN ORDER TO GAIN FAVORABLE PLAYER RATINGS YOU MUST EXERT NOTICEABLE EFFORT ON YOUR PART TO CREATE AN INTERESTING AND ORIGINAL MYTHOS FOR YOUR SOCIETY. A LARGE PORTION OF THIS GAME IS BASED IN THE MINDS OF THE PLAYERS, THUS IT IS ESSENTIAL TO CREATE A STRONG LORE!

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folder icon   03-16-2008, 12:55 AM
Post #4
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In Dynasties, there are several very important game variables:
-Population
-Resources
-Food Production
-Military

Population management is the most basic part of managing your society. When starting the game you start with a random amount of people in your tribe. Each year, the number of people in your tribe will grow if you properly manage food and shelter resources. Building stronger houses and producing sufficient foodstuffs allows for your population capacity to increase. Refer to the following example for population mechanics:

Quote:
Originally Posted by Population

YEAR 1
=TOTAL POPULATION: 300 people
=AVAILABLE HOUSING: Ramshackle tents and huts: +50 people
=FOOD PRODUCTION: Wheat(STAPLE), Pigs, Fresh Water, and Fish: +670
=ROOM FOR POPULATION TO GROW: 370
=POTENTIAL TOTAL POPULATION: 670


Thus room for population is calculated by AVAILABLE HOUSING + FOOD PRODUCTION - TOTAL POPULATION = ROOM FOR POPULATION. This is calculated each year.

Filling this room for population is determined by several factors. View the following table:
Quote:
Originally Posted by Population

=TOTAL POPULATION: 300 people
=BIRTHS: 45 (15% of population is added through births initially)
=TOTAL FOOD STORES: 1400 units of food=70 aditional births (5% of total food stores adds that number of births)
=TOTAL BIRTHS: 115
=NATURAL DEATHS: 30 (10% of the population is subtracted through natural deaths)
=UNNATURAL DEATHS: 0 (Unnatural deaths are events like disasters, disease, drought, and invading armies)
=NEW POPULATION: 385


This is calculated at the beginning of each year.

Your population is also used for two specific occupations: Resource production and military recruitment. Refer to the following example.
Quote:
Originally Posted by Population

=TOTAL POPULATION: 300 people
=ABLE WORKERS/RECRUITS: 150 people (Half of the population)
=RESOURCE NEEDS: Clay, copper, wood, wheat, pigs, fish, fresh water: 150 people needed.
=TOTAL IDLE PEOPLE: 0


This is calculated at the beginning of each year. Idle people are used for military purposes which is explained in a later section.

The balance between food resources and population is essential. When harvesting food resources, this food is stored for your public's used. 100 people in your society eats double amount of units in regard to its population. Thus if you have 500 people, you will be consuming 1000 units of food every year. To increase the production of food, you may switch types of foods that you grow, or import foods from other territories. If you run out of food, your population will begin to decrease due to famine. For each year that you have negative storage, 50 people will die due to famine. You also will not have additional births. IT IS CRITICAL TO MANAGE YOUR FOOD RESOURCES RESPONSIBILY.

People also consume the same amount of water units as their population. A population of 500 people will consume 500 units of water per year.

Military units are counted in your population and will NOT die due to famine. However, as your population decreases so does your ability to muster units in your army. If you do not have food, you can not place idle people into your army and you can not create additional units. If your population dips so low that you have more units than your capacity (see section below) then units will be randomly removed from your army by the Game Master.

Resources: The obtaining of these resources allow you to increase the population of your clan, create weapons, structures, and are effective for trading.

RAW: Harvestable resources that are continuously harvested (year round). Each resource gives 100 units every season as long as the required population of workers is met. If you add additional workers to a resource, you will increase the production. An increase of an additional 20 people to a clay pit, increasing workers up to 40 will give an increase of 200 units. 60 workers would increase production to 300 units, etc. This may be done repeatedly as long as you have workers to spare.

A population of 200 people will use 100 units of a certain resource each year. Extra units will be stored and be available for trade. An increase of population will result in an increase in usage (by a rate of 200 per 100 units). Thus if you have a population of 800 people they will use 400 units of a certain resource every year (as long as you allow the usage of that resource). You must order your people to use certain resources.

-Clay: Allows for the creation of pottery, bricks, writing tablets. Requires 20 people to gather.
~When clay is present in your society it gives you these bonuses:
-Healthier population from use of pottery. Chance of disease outbreak reduced by 2
-People live in houses made out of clay bricks.
-Able to discover writing and reading through the use of clay tablets. Increases production of everything in your territories by 100 units.

-Coal: Allows for the smelting of metals. Needed for the creation of copper and iron tools and weapons. Requires 20 people to mine.
~When coal is present in your society it gives you these bonuses:
-Gain the ability for smelting tools and weapons.

-Copper: Allows for the creation of copper tools, armor and weapons. Requires 40 people to mine.
~When copper is present in your society it gives you these bonuses:
-People can create and use copper tools. Increases production of raw and farmable resources by 100 units.
-Warriors use copper weapons and armor. Increases the damage of all your units by 2 and defense by 3.

-Flint: Allows for the creation of flint-headed range weapons and strengthening of buildings. Requires 10 people to gather.
~When flint is present in your society it gives you these bonuses:
-Ranged warriors use flint for creation of the points of their weapons. Increases damage by 1.
-People use flint to strenthen and expand houses.

-Gold: Allows for the minting of currency. Requires 50 people to mine.
~When gold is present in your society it gives you these bonuses:
-The minting of coinage. This increases your treasury by 100 each season.

-Granite: Allows for the creation of buildings. Needed for the creation of walls, and fortresses. Requires 80 people to mine.
~When granite is present in your society it gives you these bonuses:
-People use granite for the creation of larger and more elaborate buildings. Increases your population capacity by 1000.
-Warriors use granite to create very strong and durable walls. Increases wall strength by 100.
-Warriors use granite to create larger and stronger fortresses. Increases strength by 300 and increases garrison capacity by 100.

-Iron: Allows for the creation of iron tools, armor, weapons. Strengthens military buildings. MUST BE ABLE TO SMELT COPPER BEFORE YOU CAN SMELT IRON! Requires 60 people to mine.
~When iron is present in your society it gives you these bonuses:
-People can create and use iron tools. Increases production of raw and farmable resources by 200 units.
-Warriors use iron weapons and armor. Increases the damage of all your units by 4 and defense by 5.
-Warriors can use iron to strengthen walls and fortresses. Increases defense by 3.

-Stone: Allows for the use of stone bricks for buildings. Requires 50 people to gather.
~When stone is present in your society it gives you these bonuses:
-People can use stone bricks to create larger and stronger buildings.
-Warriors can use stone to build walls.
-Warriors can use stone to build fortresses.

-Wood: Allows for the creation of buildings and ranged weapons. Needed for the creation of copper and iron tools and weapons. Requires 30 people to gather.
~When wood is present in your society it gives you these bonuses:
-People can use wood to create houses.
-Ranged warriors can use wood to create ranged weapons.
-Gain the ability to create tools and weapons.

FOOD:Harvestable resources that are available for at certain times of the year.
-Animal Husbandry: Gives the ability to herd animals. Players may choose only TWO types of the following animals. Players with limited animal husbandry may choose only ONE type of the following animals.

-Cattle: Produces 300 units of food each season except in winter when an additional 800 units is produced. Requires 50 people to produce. Increases population capacity by 80.

-Horses: Produces 100 units of food each season. Horses are usable for military purposes and can produce 4 usable horses per season with a total of 0 units of food. Requires 100 people to produce. Increases population capacity by 20 if used for food.

-Sheep & Goats: Produces 250 units of food each season. Requiers 20 people to produce. Increases population capacity by 40.

-Pigs: Produces 300 units of food each season. Requires 30 people to produce. Increases population capacity by 50.

-Farmable Land: Gives the ability to reap the benefits of the ground. Players may choose to grow TWO types of crops to grow.

-Wheat: Produces 3000 units of food each fall. Requires 30 people for production. If used as staple, increases population capacity by 100, if not 50.

-Maize: Produces 1800 units of food each summer. Requires 20 people for production. If used as staple, increases population capacity by 70, if not 20.

-Millet: Produces 2500 units of food each fall. Requires 25 people for production. If used as staple, increases population capacity by 80, if not 50.

-Rice: Produces 5000 units of food each fall. Requires 80 people for production. If used as staple, increases population capacty by 300, if not 150.

-Fresh Water: Needed for your people to survive. Requires 10 people to gather.
~When Fresh Water is present in your society you gain these bonuses:
-Produces 200 units of water per season.
-Healthier population. Chance of disease outbreak lessened by 4. If limited availability is present, reduces outbreak by 1.
-Increases population capacity by 500. If available in a limited quantity, increases population capacity by 100.

-Fish: Allows people to fish for food. Requires 10 people to gather.
-Produces 100 units of food each season. If used as staple, increases population capacity by 30, if not 20.

-Foraging: Allows your people to forage the country side for vegetables, fruits, roots, and other edible plants. Requires 10 people to gather.
-Produces 100 units of food each season. If used as staple, increases population capacity by 20, if not 10.
-If limited by weather, foraging can not occur in winter.

-Wild Game: Your people hunt for food. Requires 5 people to gather.
-Produces 50 units of food each season. If used as staple, increases population capacity by 20, if not 10.

MILITARY: Your armed forces who protect your people and attack and conquer your enemies.

Idle people are needed to be recruited for your military. There are 3 distinct types of military units.

-Infantry
-Ranged
-Cavalry

Infantry units are the backbone of most militaries. Durable and damaging, these units will probably form the core of your army.
Needs 30 people to create 1 unit. Requires Wood and Copper. Upgrades to Iron.
Strength: 30 (The health of your unit. Missing strength points only gained back from increased recruitment)
Movement: 1 (Movement in battles, may move 3 spaces on the grid per military turn)
Range: 0 (Must be 0 spaces away on the grid from enemy unit to attack)
Damage: 10 (Damage is how many strength points the army will deal per military turn)
Defense: 4 (Defense is how many strength points are saved when an enemy unit deals damage to it)

Ranged units are the auxillary troops of the military. Attacking from afar, they are relatively cheap.
Needs 10 people to create 1 unit. Requires Wood. Upgrades to Flint, Copper, Iron.
Strength: 10
Movement: 3
Range: 4
Damage: 6
Defense: 1

Cavalry units are the shock troops of the military. Using horses these are very expensive units.
Needs 20 people to create 1 unit. Requires Wood, Copper, and Horses. Can upgrade to Iron.
Strength: 20
Movement: 6
Range: 0
Damage: 14
Defense: 2

The ability to create military units is based on your population and your treasury. The following table is the requirements needed to create military units. During the creation of these units, your population and treasury merely need to meet the requirements, you do not actually spend population or gold on the capacity of military units.
Quote:
Originally Posted by Military

This table does NOT include Military rating bonuses. Those rating bonuses will be added to your ability to create troops. EX: If you are able to create 1 unit and have a military rating of 4, you may create 5 units even though you do not meet the standard for 5 units.

UNIT CAPACITY REQUIREMENT
1 Unit = Requires a population of 100 and 100 gold.
2 Units = Requires a population of 150 and 100 gold.
3 Units = Requires a population of 200 and 150 gold.
4 Units = Requires a population of 250 and 150 gold.
5 Units = Requires a population of 300 and 200 gold.
6 Units = Requires a population of 350 and 200 gold.
7 Units = Requires a population of 400 and 250 gold.
8 Units = Requires a population of 450 and 250 gold.
9 Units = Requires a population of 500 and 300 gold.
10 Units = Requires a population of 600 and 350 gold.
11 Units = Requires a population of 700 and 400 gold.
12 Units = Requies a population of 800 and 450 gold.


You MUST maintain these requirements in order to keep these units. If either category dips below the requirement, you will LOSE however many units you can no longer support.

Your unit capacity can NOT exceede 12 units (not including military rating bonus) per territory. When you gain an extra territory you may build additional units based upon the same requirements. Thus if you have 12 military units and gain an extra territory, you may build an additional 12 units based in this new territory. Extra territories do NOT gain any military rating bonuses.

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folder icon   03-16-2008, 12:56 AM
Post #5
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Economic Options

Most economic mechanics are listed in the above section. Refer to this section to educate yourself on specific mechanics that resources give you.

The economic portion of this game largely takes place between players. You may export and import materials to and from other players. This mechanic is largely determined by between the parties.

You may trade ANY resource! The price of all resources is set by players. For example, you may trade gold for wheat from one player, or you may demand clay in return for trading iron to another player.

You may trade whatever resources you like and how much of any resource as long as you have it stored.

ANY PRICING OF RESOURCES IS DETERMINED BETWEEN PLAYERS!

The actual transportation of these goods take 1 season between neighboring territories. You CAN NOT trade with territories you do not border, thus some territories are at an advantage compared to others (this may change in a game with less than 6 players). Here are the natural trade boundaries:

-Uram's Tusks may trade with Ravage Run, Irirann Foothills, and Piearal Island
-Ravage Run may trade with Uram's Tusks, The Tilpolean Woods, and The Chipped Hills.
-The Tilpolean Woods may trade with Ravage Run, and The Chipped Hills.
-The Chipped Hills may trade with The Tilpolean Woods, Irirann Foothills, and Ravage Run.
-Irirann Foothills may trade with The Chipped Hills, Piearal Island, and Uram's Tusks.
-Piearal Island may trade with Uram's Tusks and Irirann Foothills.

Buildings
Some resources and products may not be produced without proper buildings. Also any assignment of excess labor may result in the requirement to build another structure for the certain resource you wish to improve production of.

Raw Resource Buildings

-Blacksmith: Requires 200 clay, stone, or granite and 100 wood to build. Requires 100 wood and 100 coal (or an additional 100 wood in substitute for coal) and 400 copper or iron to operate per season. Smelts tools, armor, and weapons. Produces each of the following per season:
~Tools: 8 units
~Armor: 5 units
~Weapons: 8 units

-Fletcher: Requires 100 clay, stone, or granite and 100 wood to build. Requires 400 wood and 200 flint, cooper, or iron to operate per season. Constructs ranged weapons. Produces each of the following per season:
~Ranged Weapons: 5 units

-Stoneworks: Requires 300 clay, stone, or granite and 200 wood to build. Allows for the increase of stone and granite production. Produces each of the following per season:
~Stone: 600 units
~Granite: 300 units

-Saw Mill: Requires 100 clay, stone, or granite, and 200 wood to build. Increases the collection and production of timber. Produces each of the following per season:
~Wood: 400 units

Food Resource Buildings

-Corral: Requires 400 clay, stone, or granite, and 300 wood to build. Allows for the production of domestic animals. Refer to specific animals for production rates per season.

-Fishery: Requires 100 clay, stone, or granite, and 100 wood to build. Improves for the collection of fish. Produces each of the following per season:
~Fish: 150 units

Military Buildings

-Barracks: Requires 100 clay, 400 stone or granite, and 300 wood to build. Allows for the recruitment and training of Infantry soldiers. Requires 30 armor, weapons, and ide people for the recruitment of 1 infantry unit.

-Auxillary Grounds: Requires 300 clay, stone, or granite, and 600 wood to build. Allows for the recruitment and training of Ranged soldiers. Requires 10 ranged weapons and idle people for the recruitment of 1 ranged unit.

-Military Academy: Requires 600 stone or granite, and 400 wood to build. Allows for the recruitment and training of Cavalry soldiers. Requires 20 armor, weapons, horses, and idle people for the recruitment of 1 cavalry unit.

Housing

Improving your housing is one way to increase your population capacity. Housing has a few things that need to be in consideration before upgrades:

-Available Resources
-Consumption of Resources
-Techtree

In order to improve housing from its basic stance (Ramshackle Tents and Huts) you must meet these requirements. Note: These requirements will increase as your population increases! (A population <1000 will consume the noted resources below. As your society doubles (2000, 4000, 8000, 16000, etc) so do the required materials and consumption along with the increased capacity. (Ex. A population of 2000 people will cost you 1600 clay initially and 200 clay each season to upgrade from Ramshackle Tents and Huts, but will also increase your population capacity by 1000.)

There are three trees of buildings. These trees are dependent on different building materials. You can not upgrade a housing type in one tree to another so plan ahead!

Housing Tech-Tree

Ramshackle Tents and Huts: Initial Housing. Increases population capacity by 50.

Hovels: Requires 800 clay initially and cosumes 100 clay each season. Increases population capacity by 500.
-Slate-roofed Hovels: Requires Hovels housing, 400 clay and 400 flint initially and consumes 100 clay and 50 flint each season. Increases population capacity by an additional 300.
-Casas: Requires Slate-roofed Hovels housing, 200 clay and flint and 800 stone initially and consumes 100 stone, clay, and 50 flint each season. Increases population capacity by an additional 500.
-Comfortable Insulae: Requires Casas housing, 100 clay, flint, and stone, and 1600 granite initially and consumes 100 stone, clay, flint, and granite each season. Increases population capacity by an additional 1000.

Rickety Shacks: Requires 800 wood initially and consumes 100 wood each season. Increases population capacity by 500.
-Tiled Shacks: Requires Rickety Shacks housing, 400 wood and 400 flint initially and consumes 100 clay and 50 flint each season. Increases population capacity by an additional 300.
-Homesteads: Requires Tiled Shacks housing, 200 wood and flint and 800 stone initially and consumes 100 stone, wood, and 50 flint each season. Increases population capacity by an additional 500.
-Expansive Homesteads: Requires Homesteads housing, 100 wood, flint, and stone, and 1600 granite initially and consumes 100 stone, wood, flint, and granite each season. Increases population capacity by an additional 1000.

Sturdy Huts: Requires 400 clay and wood initially and consumes 50 clay and 50 wood each season. Increases population capacity by 500.
-Strong Huts: Requires Sturdy Huts housing, 400 wood and clay initially and consumes 100 clay and 100 wood each season. Increases population capacity by an additional 300.
-Modest Houses: Requires Strong Huts housing, 200 wood and clay and 800 stone initially and consumes 100 clay, wood, and stone each season. Increases population capacity by an additional 500.
-Large Apartments: Requires Modest Houses housing, 200 clay, wood, and stone, and 1600 granite initially and consumes 100 stone, clay, wood, and granite each season. Increases population capacity by an additional 1000.

Political Options

All political actions such as alliances, wars, trade deals, etc are totally determined by the players.

Political actions will be mediated by the Game Master and will be judged whether or not they are legal. This is rather flexible with a decent explanation, however any unfair playing may be rejected.

In regards to military interactions, when a player conquers another player's territory, the conquering player has several options (discussed below). If the player decides to capture the territory, the conqueror has two options.
-Puppet Leader: You keep the defeated leader to manage the day to day activities of your new territory. However, no military or trade may take place in this territory. Any extra production from this territory will automatically be sent to your territory.

As the puppet leader, you have a few options yourself!
*Be the puppet: Do what your leader says, and perhaps restore yourself to glory. Your options include anything you can think of to try and gain your territory back under your total control, however you can not raise any military.
*Turn open your wrists: Put an end to the misery and the game for you. Honorably commit suicide and allow your conqueror fret about what he is going to do about your territory now.

-Execute Leader: Publicly excute the disgraced leader giving you absolute control over the territory.

As the executee, you have no options! You are dead and the game is over for you! A proper obituary will be written for you by the Game Master.

Military Options

The basic mechancis of militaries are listed above. Take the time to explore these mechanics.

The creation of armies in order to defend your territory or invade others are based on a few requirements:

An army MUST consist of atleast 4 units. An army can be not be larger than 8 units.

Military structures, fortresses and walls are built within your own territory. These two specific buildings are listed below.

=Wall - When your territory is defended by a wall, it means that at the borders of your territory a protective wall is built where an enemy army must destroy first. Walls give your armies time to move in order to defend the attacked area.

A basic stone wall needs stone and can be upgraded to a granite wall. Can also be improved with Iron.

A wall requires: 1000 stone and 400 wood. Can be improved with 600 iron. Can be further upgraded with 1800 granite, 200 wood, and 200 iron.

Strength: 300
Defense: 15

=Fortress - When your territory has a fortress protecting it, it is the place where the enemy army MUST attack in order to take over your territory. Fortresses are very strong and can garrison military units in order to defend it.

A basic stone fortress needs stone and can be upgrade to a granite fortress. Can also be improved with Iron.

A fortress requires: 4700 stone and 1200 wood. Can be improved with 1500 iron. Can be further upgraded with 6000 granite, 1000 wood, and 400 iron.

Strength: 1000
Defense: 35
Garrison: 50

If no fortress is built in the territory, then the army proceedes immediately the nearest army to engage it. If your army is victorious and all other armies are defeated, you may capture the capital of your enemy territory and take it over. When you conquer a territory you have a few options:

-Capture Territory: If you decide to capture a territory you have the option of keeping the society alive and allow it to function. The captured resources, population, and treasury will be yours to use. You will now be in control of this territory. You have the option of instilling a puppet leader in your former enemy or executing the leader who you conquered. These options are explained in the political section.
-Vassal: If you decide to make a vassal of this territory, the defeated leader retains his position and runs his society as normal. However he is forced to deliver his military units to your command and also give tribute. Tribute and severity of tribute is determined by the conqueror.
-Raze Territroy: Utterly destroy this territory rendering it uninhabitable. This will kill all the people in the territory. No one may ever settle here again. If you do this, you take plunder which is all of the society's store of food and raw resources.

In battles, players will engage armies which will be based on a grid system provided by the GM. The players will then declare where they would like to place their units (on the grid) with the attacker having first placement.

Once units are placed, each player will send a private message, or an e-mail (dynastiesgm@live.com) detailing their battle plan which the GM will fairly and neutrally act out. A battle plan would look like this:

-Attack: Send infantry units to attack the enemy's middle with ranged units close behind to engage the troops that the infantry is attacking. Hold cavalry units in reserve until the enemy either breaks through the infantry or the enemy begins to retreat.
-Conditions for retreat: Retreat the army if more than 6 units are destroyed.

The attack manuevers of walls and fortresses will be explained when encountered in battle.

Military units may attack any territory than you desire, however you may pass through unfriendly territories who may attack you for trespassing!

Some territories have natrual obsticles that make traversing difficult increasing the teim it takes for your military units to reach their destination. Weather also factors into the time it takes for your army to reach its destination. The determination of this time will be determined with each specific attack.

EX. If you attack from The Chipped Hills to Uram's Tusks you will need to determine to cross through which territories to reach your destination. If you decide to proceede through the Irirann Foothills to Uram's Tusks and it is winter, it will take you 2 seasons (1 for the territory 1 for the season) to pass through Irirann Foothills until you reach the border of Uram's Tusks. Upon reaching this border you may only enter through the opening in the south and get over difficult hills. Thus to reach the capital of Uram's Tusks it will take 3 seasons (1 for territory, 1 for terrain, and 1 for season).

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folder icon   03-16-2008, 12:56 AM
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Responsibilities of the Game Master and the Player

Dynasties is a very interactive game. It is important for all players and the Game Master to be able to work with each other to come up with an interesting and fun game. This section will detail the responsibilities of the Game Master and the Players.

The Game Master

The Game Master is responsible for the mechanics of the game. He enforces rules, calculates the data in regards to the players population, resources, military, and treasury.

What is the Game Master?
The Game Master is the mediator of the entire game. Any questions the players have are directed to the Game Master. His text is colored LemonChiffon (and will be used for the rest of the section).

Who is the Game Master?
I (~Crusader~) will be the Game Master for this section of Dynasties. Since I made up the mechanics of the game, it will be easiest for me just to deal with all the technical junk in order for those who wish to play to have less work to do. I will NOT be a player and a Game Master unless there is a majority vote by the players (and space available) that I should participate as a player in the game.

What does the Game Master do?
The Game Master will take care of all calculations needed by the players. I will track all popualtion, food and raw resources, military units, and treasuries. I will also be the mediator of political movements, trades, and battles between players.
The Game Master also determines the ratings of the players after they have posted their mythos.
Another important job of the Game Master is to impliment randomed occurances in the world. While military engagements will be rather static (a grid will be created by the Game Master and the players will arrrange their units in formations, from there on the Game Master controls the battle and will determine the outcome), the Game Master is responsible for implimenting things like natural disasters (which happen purely through random dice rolls).

Why does there need to be a Game Master?
The Game Master will declare the start of seasons and years, along with bringing in all the important calculations. Also, if players have questions, they will be directed to the Game Master.

Details on how the Game Master sets up turns are explained in the next post.


The Players

The Players are the people who participate in the game. They will be in charge of running their territory and reporting ALL of their actions to the Game Master in the proper turn format (explained below).

Players all have their own unique color that their text MUST be typed in. This color is determined by the territory.

Players may choose any territory based on availability. The Game Master will determine if territories are either A.) Distributed on first come, first served, B.)Player order chosen by dice roll OR C.)Completely randomized by the Game Master.

In order to play the game, there must be atleast 3 players. A total of 6 players may play.

One of the most important aspects of a player is to form a mythos, or a lore for his society that he plans to create. THIS MYTHOS IS VERY IMPORTANT AS IT WILL DETERMINE THE PLAYER'S RATING WHICH DETERMINES BONUSES TO THE PLAYER'S SOCIETY This lore must be ORIGINAL and CREATIVE. The Game Master must see an effort on the player's part in the creation of this lore to determine a higher score. When you form an original and very creative lore, you will obtain a very high rating!

Refer to this basic model of a lore:

Quote:
Originally Posted by Player Lore

NOTE: This is a very BASIC player lore, the one you create should be much more specific and involving! This should not be copied! Come up with your own!

Tribe's Name (Your society will be known by this for the rest of the game): The Raurn
Leader's Name (You!): Wiran the Aged
Leader's Origin (The background of yourself and how you came to power, also put down personality traits of your leader): Wiran the Aged is one of the oldest members of the tribe. He is 67 years old and is descended from the lineage of the Gahak family who has ruled the tribe for centuries. Wiran recently decided to establish his tribe rather than continue being nomads. Wiran hopes to establish a place of solitude for his people where they can prosper and be safe from any intrusion. Wiran is noted for his wisdom and reluctance to anger.
Tribal History (the lore of your tribe): The Raurn tribe are a people of dark skin and dark hair. They have traditionally been nomads who survive on hunting big game in the open plains of Murdo. The tribe has a rich culture that spans from centuries of worship of many dieties. The Raurn are noted for their adeptness at trade and their fierce fighters.
Military Practices (This section explains what your Military Units will be):
Infantry=The Infantry of the Raurn consist of armored men who carry long spears and tall shields. The spears and shields are traditionally made out of wood but are sometimes plated with copper or iron. The men wear light armor and helms typically made of animal leathers and metal. They are referred to as The Dominators in the Raurn culture.
Ranged=The Ranged warriors of the Raurn are known as the Fareyes. Noted for their painted faces, these men rain arrows upon their enemies using short bows. Wearing only light leather and cloth, these men are rather weak when placed in melee range, but can adeptly use their bows to take down enemies no matter how close they are.
Cavalry=The Cavalry of the Raurn are armored men upon horses. These men carry long scimitars and wear light metal armor as their defense. Known for their quick speed, these men are excellent for hitting their enemies hard before the enemy can react.

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folder icon   03-16-2008, 12:57 AM
Post #7
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Gameplay Example[/B]

This section will give examples of how the game will flow. It will most likely change.

Beginning the Game
To join the game, players will submit their intention to play to the Game Master, either through a post in this topic OR through a PM to the Game Master (~Crusader~ for now)

When each player has written their lore and territories have been assigned, each player will recieve a post from the Game Master detailing their starting conditions. Refer to the example below:

Quote:
Originally Posted by Game Master Starting Card

Starting Card for Player 1

Congratulations! You have properly submitted your intention to play and your lore has been accepted. You are now in control of the territory of Uram's Tusks!

Here are your ratings:

Territory Rating:
Military - 10
Economic - 7
Political - 3

Player Rating: Your lore was fantastic!
Military - 10
Economic - 8
Political - 8

Here is your final rating (averages rounded up):
Military - 10
Economic - 8
Political - 6

With the resulting rating above here are the bonus your tribe will recieve:
Military - +100 strength to walls and fortresses and +10 capacity for military units for a total of 22.
Economic - +400 units of food and water for your starting food resources.
Political - +600 gold and +60 people for your starting treasury and population.

Player 1: Here are your starting circumstances:
Population: 460 people (This is determined by the strength of your lore, can not be lower than 300 and can not be higher than 500. A better lore will influence the starting population).
Treasury: 1100 gold (all players start with 500 gold)
Resources: 1200 food and 800 fresh water (all players start with 800 food and 400 fresh water)

Description of territory:
Congratulations! Your people have traversed the deadly mountain ranges and have found the legendary plateau in the moutains! Your accomplishment of leading your people safely here is to be commended and the endurance of your tribe is to be noted. Your people are a strong race.

Upon arrival you have sent out scouts to find out the stock of the land. Your first scout, Iansk returns first with this report:

"Great master! I have found the raw resources of the land! There is a large coal deposit near our intended settling area! The mountains are rich in copper, iron, and granite! The woods that surround the area will be perfect for lumbering, and I happened to stumble upon a large rock quarry that must be from a society past!"

Your raw resources: Coal, Copper, Iron, Granite, Wood, and Stone (your mystery resource)

After Iansk had finished his report, your other scout, Auans returned with his findings:

"Revered leader! I have found the available food resources in the land! We are in trouble exalted one, we only have the ability to hunt for wild game and forage for food when it is not winter. The one thing we do have in abundance is fresh water. Please restrict your anger towards me for delivering this unhappy news!"

When your anger subsides, you realize it would be prudent to set up negotiations with the nearer territories for food. Until then, you will have to find a way to survive.


When all players have recieved their starting card, the Game Master will then confirm their involvement in the game. When all players are accounted for, the Game Master will start the first turn.

Turns will be determined (for the time) by the seasons, Spring, Summer, Fall, and Winter. A Full Turn will be an entire year.

Each player will receive a seperate turn card (probably placed in the same post, the tribe names will be in their color and bolded).

The beginning of the game will set up the first year and the first season. This type of format will appear each Spring. Refer to the following example:
Quote:
Originally Posted by Turns

Year 1
Spring

Player 1

Total Population: 460 people
Available Workforce: 230 people
Total Workforce: Wild Game: 0 Foraging: 0 Fresh Water: 0
Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Total Treasury: 1100 gold
Total Food and Water stores: 1200 food and 800 water
Total Raw Resources: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0
Projected Consumption: 920 food and 460 water
Projected Raw Consumption: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Imports/Exports: None

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None

You have just arrived at your territory! Your people are beginning to build tents and huts and are waiting for your command on what they should do!


The Player would respond with a card as follows:
Quote:
Originally Posted by Player 1

Year 1
Spring
Player 1

Assignment of Workforce:
-I assign 100 people to hunt wild game (STAPLE)
-I assign 20 people to gather fresh water
-I assign 20 people to mine coal
-I assign 40 people to mine copper

Assignment of Military:
-I assign 50 people to 5 ranged military units

Housing and Building Orders:
-None

Import/Export:
-I wish to open diplomatic relations with a neighbor:
Ravage Run


Changes to labor and gains in resources will take effect the turn following their declaration.

For example:

If during the fall season you have 20 people gathering clay, you will gain 100 units of clay in winter. If during the winter turn you increase the workers gathering clay to 40, you will still gain 100 units of clay in the spring. If no changes are made, in the Summer you will then gather 200 units of clay as a result of the increase of labor.

After all players have declared what they wish to do, the Game Master will respond in a similar fashion at the beginning of the next season for each player. Refer to the following:
Quote:
Originally Posted by Game Master

Year 1
Summer

Player 1
Total Population: 460 people
Available Workforce: 0 people
Total Workforce: Wild Game: 100 Foraging: 0 Fresh Water: 20
Coal: 20 Copper: 40 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Total Treasury: 1100 gold
Total Food and Water stores: 1000 food and 500 water
Total Raw Resources: Coal: 100 Copper: 100 Iron: 0 Granite: 0 Wood: 0 Stone: 0
Projected Consumption: 920 food and 460 water
Projected Raw Consumption: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Imports/Exports: Diplomacy has been noted and accepted! Please confer with your new trade partner on what you would like to import or export!

Military:
Infantry - None
Ranged - 5 units (basic)
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
You have survived your first season at your new territory! Population and stock changes will be noted at the beginning of next year!
Ravage Runhas accepted your negotiation to trade! No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts.


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folder icon   03-25-2008, 06:54 PM
Post #8
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UPDATES
-MARCH 16 2008: CREATED TOPIC AND INITIAL POSTS!
-MARCH 25 2008: NEW SECTION DETAILING POPULATION, RESOURCES, AND MILITARY!
-MARCH 30 2008: REVISED A FEW THINGS IN THE OPENING SECTIONS ALONG WITH OPENING A NEW SECTION DETAILING ECONOMIC, POLITICAL, AND MILITARY OPTIONS!
-MARCH 31 2008: ADDED A NEW SECTION DETAILING GAME MASTER AND PLAYER RESPONSIBILITIES! (To be expaned later)
-APRIL 1 2008: ADDED A NEW SECTION DETAILING TURNS! REVIEW OF ALL SECTIONS WILL BE DONE WITH NOTATION OF WILLINGNESS TO PLAY!
-APRIL 7 2008: ADDED THE MAP OF MURDO!
-APRIL 12 2008: ADDED BUILDINGS AND BATTLE ENGAGEMENTS!
-APRIL 21 2008: INCREASED PRODUCTIVITY OF SOME FOOD AND WATER RESOURCES!
-APRIL 23 2008: CLARIFIED THE EFFECTS OF LABOR MANAGEMENT AND TURNS!
-APRIL 25 2008: ADDED A NEW HOUSING SECTION AND NOTED THAT COPPER MUST BE SMELTED BEFORE IRON CAN BE!

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folder icon   03-30-2008, 04:13 PM
Post #9
Chaotica

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I think I may want to play this.

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folder icon   03-30-2008, 04:38 PM
Post #10
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Its nice to see someone else has been muddling through this stuff. I need to still hammer out some details and game mechanics and I probably wont update this for a few days since I'm going to be getting real busy soon (senior thesis ).

However, once I get everything fleshed out and if we can bring in a couple more people, maybe we can have a fun game going through.

I'll try and update some stuff tonight. I think you'll enjoy the flexibility players will have in creating their societies and armies!

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folder icon   04-01-2008, 08:13 PM
Post #11
Bryndon

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I'll play.

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folder icon   04-01-2008, 10:09 PM
Post #12
Kjell Thusaud

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I to

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folder icon   04-02-2008, 01:33 AM
Post #13
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Okay, if Chaotica is still interested that would make 3 which would be enough to start.

I'll throw Chaotica a PM and we'll see if anyone else wants to join up.

If Chaotica is up for playing, then people will have to submit interest to playing by Saturday April 5 at 11:59 pm US EST.

In the meantime, Bryndon and Kjell, you guys go ahead and start thinking of the lore of your tribes. We will be using a new topic for the actual game which I will create shortly named: Dynasties: The Dawn. I'll also edit the general forum post to reflect the deadline and hopefully have everything started up.

Important! Starting date needs to be discussed when all players have signed up, so figure out when you can devote a few minutes to working on your civilization. Seasons will take place 4 days a week: Sunday=Spring, Tuesday=Summer, Thursday=Fall, and Saturday=Winter. We need to figure out when everyone can start on which Sunday. If everything goes well, hopefully we can start on the 6th.

Just to emphasize: Work hard on your lore! The more effort you put into it, the more fun this will be for everyone (especially me) to muddle through all the crazy details.

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folder icon   04-06-2008, 11:39 AM
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Alright guys, I haven't had a response from Chaotica, but he may show up sometime soon.

In the meantime, I'll join in and both of you will rate my lore and stuff. So, go ahead and post your lore in the Dynasties: The Dawn thread and we'll get this thing started.

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folder icon   04-07-2008, 10:16 AM
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*shows up*

I suck and forgot to post here, but now I do, so let's roll.

Edit: might be I'm reading bad, but I've got some questions:
-What's Staple?
-Can I choose my territory? I'd like to have either a mountain clan in the Tusks or some diehard tribe in the grey hills, but before I come up with a shitload of lore, I'd like to know my choices.
-Say, if I got my mountain clan, can they live in caves, hunt mammoths (and trade tusks, craft ivory shizls etc) and can my cavalry (which will be scarce) be light armoured and fast, while my infantry are better armoured? In short, how far can I go coming up with a tribe-specific way of life?

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folder icon   04-07-2008, 02:02 PM
Post #16
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ATTTENTION! ALL PLAYERS ARE NOW OPEN TO POST THEIR LORE IN DYNASTIES: THE DAWN TOPIC! IN REGARDS TO TERRITORIES, WE ARE CHOOSING OUR TERRITORIES ON THIS ORDER: CHAOTICA, BRYNDON, KJELL, AND FINALLY ~CRUSADER~! WHEN YOU POST YOUR LORE AND SOCIETY, USE THE COLOR DESIGNATED TO THE TERRITORY!

Feel free to post your lore whenever you want to, but please do it asap so we can start this thing!

Quote:
Originally Posted by Chaotica
*shows up*

I suck and forgot to post here, but now I do, so let's roll.

Edit: might be I'm reading bad, but I've got some questions:
-What's Staple?
-Can I choose my territory? I'd like to have either a mountain clan in the Tusks or some diehard tribe in the grey hills, but before I come up with a shitload of lore, I'd like to know my choices.
-Say, if I got my mountain clan, can they live in caves, hunt mammoths (and trade tusks, craft ivory shizls etc) and can my cavalry (which will be scarce) be light armoured and fast, while my infantry are better armoured? In short, how far can I go coming up with a tribe-specific way of life?


In regards to your questions, I was admittedly rather vague on some of the details because I want to test out some things. But as a note to everyone: Follow Chaotica's example! Ask questions about things you dont understand, because I can explain and help you understand AND we can hammer out details that are a bit foggy. In regard to your questions:

-What's Staple?
A staple is the main foodstuff of your nation. Basically, you will declare your staple off of one of the grain types that you either grow/import. The staple will give you bonuses like a higher population capacity and the stores of this resource will be used much more heavily than your other foodstuffs. For example: You produce wheat, maize, and cattle. You declare wheat as your staple food, that affords you an extra 100 people in population capacity. Also your wheat reserves will be kept seperate from your other foodstuffs (all foods except the staple are all cobbled together in 1 category called food supply). Your people will eat the most of this resource. Also, you can only declare a food as a staple if that is mentioned in the food type section.

-Can I choose my territory?
Since this is the first game, I think we will allow people to choose their territories. So yes, you may choose and since Chaotica you were technically the first to express interest in playing, then you have first choice. EDIT: TERRITORIES ARE GOING TO BE DISTRIBUTED ON THE FIRST COME, FIRST SERVED BASIS! POST YOUR LORES NOW!

-Question regarding society:
You are on the right path! In regards to where your population may live, if you are in the tusks then yes your people can live in caves. If you were in a forested area, your people could live in tree houses if you wanted. HOWEVER note that living in caves or tree houses will simply replace tents and huts, the basic living area. You can be creative in the fact that when you upgrade your housing through certain materials, that your people live in caves still, but they have been built up through the use of granite and such. Use your creativity!

With the hunting food source, I have not laid down any specific animals that you actually hunt. So if you want to have your people hunt mammoths, well they can darn well hunt mammoths. However in regards to the use of Ivory as a resource, I think that will not be necessarily used for anything other than aesthetic purposes. For example, you can collect ivory or whatever and make what you want out of it, but it will have no effect on gameplay unless you want to trade these things to other players etc. I may make an exception for different precious resources to take the place of gold, but I will have to think on it.

Oh and in regards to your military. The military numbers that are posted above are somewhat static. However, depending on the description and depth of your lore in regards to your military, I will be awarding bonuses to your military units. Although I do not think I will actually change any of the mechanics of how the seperate units actually act. I'm trying to keep the combat system as basic and simple as possible to avoid heavy calculations and confusion.

I'm glad you're looking into this!

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folder icon   04-07-2008, 03:09 PM
Post #17
MeshiMinsh

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Woah, I just stumbled into the RPG section (which happends like once a year) and found this. I'd like to sign up if it's possible, I need to do more with my spare time than watching TV and sitting around thinking about the merits of procrastination. I'm famously uninventive though, and my active english vocaulary can be just as strange as it is limited, but I'll do my best with the lore.

I like how you seem to strive to make everything as simple as possible, and concentrating more on the storytelling.

EDIT: and oh, will there be some kind of goal, an end to the game? Or will we just play on as long as we feel like it?

EDIT2: And where's the map?

EDIT3: How will you handle stability or insurgency (if you plan on adding it to the game)?

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folder icon   04-07-2008, 04:06 PM
Post #18
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Quote:
Originally Posted by MeshiMinsh
Woah, I just stumbled into the RPG section (which happends like once a year) and found this. I'd like to sign up if it's possible, I need to do more with my spare time than watching TV and sitting around thinking about the merits of procrastination. I'm famously uninventive though, and my active english vocaulary can be just as strange as it is limited, but I'll do my best with the lore.

I like how you seem to strive to make everything as simple as possible, and concentrating more on the storytelling.

EDIT: and oh, will there be some kind of goal, an end to the game? Or will we just play on as long as we feel like it?

EDIT2: And where's the map?

EDIT3: How will you handle stability or insurgency (if you plan on adding it to the game)?


Absolutely MeshiMinsh! EDIT: TERRITORY SELECTION IS ON A FIRST COME, FIRST SERVED BASIS I'll still stay in the last position since I'm running the game.

Try as hard as you can on your lore, you don't have to make it intricately complex or incredibly descriptive, I just need to see that you put effort into it and that you have made an interesting civilization. Don't worry about your vocab, I'm pretty good at deciphering stuff on the forums.

For your first question, the goal of the game is to take over the world of Murdo. Either you do this through military action, political domination (creating allies or forcing other players to submit to you), or simply existing and building your society into a flourishing civilization. Each week of turns will be the equivelent of a year. Thus, if we played for an entire year we'd go through 52 years of the game in which case all the leaders would probably die from old age. It just depends on how interested people get in this game and how it evolves over time.

For your second question, I'm working on it! I'm not very artistically inclined but hopefully it'll help everyone visualize the world.

Your third question, is sort of in limbo. There will be a randomized factor of natural disasters (earthquakes, floods, pestilence, blights, etc.) that are determined by dice rolls, but I haven't really found a good way to really impliment anything along the lines of insurgency. If there is a system that seems to work, we can impliment it later on.

Anymore questions just let me know.

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folder icon   04-08-2008, 10:53 AM
Post #19
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BRYNDON: Can you at least choose your territory so I can start writing?

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folder icon   04-08-2008, 11:12 AM
Post #20
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Quote:
Originally Posted by MeshiMinsh
BRYNDON: Can you at least choose your territory so I can start writing?

Territories are on a first come first served basis. So choose any territory that isn't taken, you don't have to wait for Bryndon.

Sorry, I wasn't very clear on that, I changed it last night.

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folder icon   04-08-2008, 11:57 AM
Post #21
MeshiMinsh

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Quote:
Originally Posted by ~Crusader~
Territories are on a first come first served basis. So choose any territory that isn't taken, you don't have to wait for Bryndon.

Sorry, I wasn't very clear on that, I changed it last night.

Oh great! I'll take the The Chipped Hills. I'll update soon.

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folder icon   04-08-2008, 03:23 PM
Post #22
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Quote:
Originally Posted by MeshiMinsh
Oh great! I'll take the The Chipped Hills. I'll update soon.

Roger that, just be sure to atleast make a post in the Dynasties: The Dawn topic reserving the territory even if you don't have your lore hammered out.

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folder icon   04-08-2008, 07:36 PM
Post #23
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Sorry it took me so long to respond, guys - I had a field trip for uni. I'll have a complete lore typed up by about lunch time, I think.

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folder icon   04-11-2008, 04:41 AM
Post #24
MeshiMinsh

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If a territory doesn't have animal husbandry, is it still possible to raise cavalry units?

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folder icon   04-11-2008, 10:55 AM
Post #25
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Quote:
Originally Posted by MeshiMinsh
If a territory doesn't have animal husbandry, is it still possible to raise cavalry units?

It is possible, but you must import horses from an outlying territory. Although do not dispair, there are potentials for *discovering* the art of animal husbandry or for example stumbling on a herd of wild horses.

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folder icon   04-12-2008, 05:02 AM
Post #26
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I've updated my tribes profile. I want more pictarz!!

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folder icon   04-12-2008, 05:29 AM
Post #27
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small update placed, not to happy with it still, but ill do.

Might update it aggain though, but might also not

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folder icon   04-14-2008, 03:13 AM
Post #28
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just a few small questions:

1) is the military building needed to recruit millitary units?

like: Fletcher and Auxillary Grounds are needed to recruit ranged units?

2) The turn in report can be changed in the remaining time? like, I post a turn orders now and change i tomorrow before the deadline.

3) In the information regarding buildings I saw the sentance that told me that you need buildings to gather resources, so I need a sawmill to gather wood? Or did I make a misstake there.

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folder icon   04-14-2008, 08:48 AM
Post #29
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Quote:
Originally Posted by dominicus
just a few small questions:

1) is the military building needed to recruit millitary units?

like: Fletcher and Auxillary Grounds are needed to recruit ranged units?

2) The turn in report can be changed in the remaining time? like, I post a turn orders now and change i tomorrow before the deadline.

3) In the information regarding buildings I saw the sentance that told me that you need buildings to gather resources, so I need a sawmill to gather wood? Or did I make a misstake there.


Yes to all of those except the third.

You may gather wood without a saw mill, however you will only collect 100 units per season. Building a saw mill greatly increases this number and you must build additional saw mills if you wish to allocate more labor to wood.

I edited that, it did pretty much say that you needed a saw mill in order to produce wood which was unintentional. Would've made it much more difficult.

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folder icon   04-15-2008, 02:41 AM
Post #30
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.. lest I forget: I'll be going to Istanbul from Wednesday-Monday. If I could either post the turns in advance, or if the GM could temporarily play my tribe (since you must be the most impartial player), I'd be happy. I'll post this seasons turn later today.

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folder icon   04-15-2008, 08:09 AM
Post #31
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Quote:
Originally Posted by MeshiMinsh
.. lest I forget: I'll be going to Istanbul from Wednesday-Monday. If I could either post the turns in advance, or if the GM could temporarily play my tribe (since you must be the most impartial player), I'd be happy. I'll post this seasons turn later today.

Since we are just starting out, there isn't much to do until you compile some resources. So how about we just put your tribe on idle and you just collect whatever resources you have labor into.

Since you will be back on Monday, you should have enough time to post during the beginning of the next year.

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folder icon   04-15-2008, 08:31 AM
Post #32
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Quote:
Originally Posted by ~Crusader~

Since we are just starting out, there isn't much to do until you compile some resources. So how about we just put your tribe on idle and you just collect whatever resources you have labor into.

Since you be back on Monday, you should have enough time to post during the beginning of the next year.

Allright, that's fine by me.

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folder icon   04-15-2008, 02:28 PM
Post #33
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I only just realised I really needed to put more than half my population on food gathering.

Besides, do we need to have weapons lying ready to make military units? 'Cause in your example you have someone make 5 ranged units in spring, year one.

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folder icon   04-15-2008, 07:43 PM
Post #34
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Quote:
Originally Posted by Chaotica
I only just realised I really needed to put more than half my population on food gathering.

Besides, do we need to have weapons lying ready to make military units? 'Cause in your example you have someone make 5 ranged units in spring, year one.


Negative. I did it as an example of how you would typically enlist people.

At the moment, I sort of want to play out the turn systems first before we get armies going.

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folder icon   04-16-2008, 05:40 AM
Post #35
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another few questions:

- do you need workforce to build a building?

- for farming food, it only produces food once a year. But do you need to have put in the workforce an entire year? or only at harvest time? like I could put my entire workforce in harvesting maiz at the summer and wheat in the fall?

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