[Dead]Research Achieving Dynasties
05-28-2014, 10:18 AM (This post was last modified: 07-28-2014 12:50 AM by Reyweld.)
Post: #1
[Dead]Research Achieving Dynasties
Hello, and welcome to the Research Achieving Dynasties, Or RAD for short. In This Civilization-esque Game, you control a tribe of [insert race here], with nothing but the make-shift cave roofs over their heads. Although player goals may vary, one thing is sure: the Research Achieving Dynasties will be the ones to succeed.

Join by picking one of the races below, as well as a research to start researching and a cardinal direction for your scout(s). No tech trees will be provided, as you may research anything you want. But know: the more complex the tech is, the longer it will take! Only the first twelve responders may play, so if you're interested make sure to sign up. This game will start in one day!

Race Options:
Humans- Extra +10% population / turn; Rebellious.
Orcs- You may convert 10 population into a squad with {Health 2, Damage 2, Attack 2, Defence 2} at anytime.
Lizard folk- +20 starting population cap.
Wood Elves- Starts with 2 scout squads instead of one.
Blood Elves- May Sacrifice 10 population to level up a level one unit.
High Elves- Starts with a priest squad as well.
Dwarves- Starts with basic mining research; -10 starting population cap.
Fey- Flying; Rebellious.
Demons- Rebellious; Basic squads get +1 Health.
Automatrons- Extra -5% population / turn, basic squads get +1 Defence.
Goblins- Quirky.
Halflings- Extra +5% population / turn.
Minotaurs- Extra -5% population / turn; Basic squads gain +1 Attack.
Gnomes- Start with the building Walls.
Bolded races are in use.
Sign Ups:
1. Leafsw0rd leading the Demon tribe named "The Shards of the Sun"
2. Vancho1 leading the Gnome tribe named "Clackheim"
3. Supernerd leading the Goblin tribe named "Moonfang"
4. Dunnergy leading the Orc tribe named "United Socialist Orc Republic"
5. Sotek leading the Fey tribe in "Haven"
8. Palamedes leading the Human tribe named "Hungradae"
6. Sam B leading the Goblin tribe in "Blaarton"
7. ICan'tGiveCredit leading the other Goblin tribe named "Djord" in "Dingwal"
RULES:
STARTING STUFF:
Everyone will start with a base population(civilians) of 20, and a base population growth of +2 per turn. A maximum of 100 population is all your tribe can have at the beginning, but new technologies may increase this cap. These may be modified if your race states so in its description. As well, everyone starts with a squad of scouts(H:1, Dg:1, A:1, Df:1), to be used to explore in a cardinal direction(N, E, S, W, NE, NW, SE, SW). Unless you get multiple scouts, or anyone chooses High Elves and gets a Priest Squad. All units are referred to as squads, even if there may only be one person in a particular squad. That is it. All you get. Everything else, from housing to fire to farming must be researched, and buildings constructed after the appropriate technology is researched.

SQUAD STATS AND SQUAD COMBAT:
The four stats every unit has are:
Health: How much damage a squad can take before it is killed.
Damage: How much damage you deal when you successfully attack/defend.
Attack: The bonus added to your attack roll.
Defence: The bonus added to your defence roll.
When a squad moves onto an enemy squad, the attacker and defender both roll a 12-sided die(I roll these for you). The Attack bonus of the attacker is added to their roll; the Defence bonus of the other squad is added to their roll. The Squad with the highest roll after bonuses inflicts their damage onto the enemy squad's health.
When multiple squads move onto an enemy's single or multiple squads, squads are paired up randomly and resolved. If one side has more squads, Extra squads randomly are paired up with surviving defenders and resolved. This process continues until every attacking squad has fought another squad once.
When two or more squads that are hostile towards each other move onto the same square, both player's squads are randomly paired up and resolved until every squad has fought once. However, both sides use their attack scores.
In the case of a tie between two squads, both inflict their damage score on the other squad.
After all attacking squads have fought at least once, they return to the square they were residing in, unless all squads of one team have been killed.

RESOURCES:
If you'd like, your first research may be Corruption Magic. However, you would need to find and harness a source of magic to create Corrupters.
Harnessing a square requires the appropriate research to harness it, as well as 10 population to work at the square. You can harvest whatever, depending on what you want from the square. For example, in a forest, you could have your 10 population chopping wood with the logging/woodcutting research. Or, they could be getting dirt with Digging Research. Or maybe they want live animals, or furs, or souls of the forest, ect. You could even have 50 population in one square, harvesting all 5 of those, assuming you have the tech.

RESOURCES CONTINUED:
Resources don't stack up. Let me explain: Each turn, you have a production of _ many resources. You use these resources to fund the construction of buildings, squads, and secret projects(comes later). If, say, a building costs two wood. But you only have 10 people harvesting wood. This just makes the building take two turns to construct. Any surplus resources that are not used in the turn they are produced are discarded. Treasures, which will be explained more thoroughly later, are special plundered resources or discovered resources that are one use. Those do stack up.

DIPLOMATIC RELATIONS INTRODUCTION:
No, none of the players start off enemies of each other. If two scouts do move onto the same square, the players may choose whether or not they wish to engage one another. If one player kills another player's squad, they will go to war automatically. This just means that future encounters with that player's squads will result in battle. You may declare war on any encountered player during your turn. If you declare war on someone for no reason, your people(population, not squads) may throw riots. You may also choose to ally yourself with encountered players, but they must accept in order for the alliances to form. Alliances and Trade agreements will be explained later in more detail.

LANGUAGE:
Diplomatic conversations are roleplayed( If you so choose). However, you must research the language of each different race you want to send messages to. If you don't know a races language, PM me with what is in the message and I will Badly Translate it.

MY FIRST RESEARCHES:
Depending on what it is you want(that is, resource wise) is what you should research. The world was randomly generated, so keep in mind that the simple techs may be the best choice for right now. Also keep in mind that squares like forest and grassland will be a lot more common then squares like volcano, or magic pool. Some recommended technologies could be: woodcutting, basic mining, trapping or fire(fire will increase population growth because your people are happier). Always be researching something, there are no downsides to research.

RESEARCH/RESOURCE:
You may only gather things after you've discovered them as valid resources via research, unless it's a really simple resource(dirt?)

LOSING THE GAME:
I am going to tell you this now rather then later: you can lose the game if your tribe square is destroyed. This happens if enemy Squad(s) attacks your city and kill all of your population. If an enemy squad(s) moves onto an unguarded, undefended Tribe Square, it kills (x) many population, where (x) is the total of all the squads damage. If the Enemy Squads don't kill all the population, they move back to the Square they were on. Some squads, rather then killing population, will convert them. This means the population is transferred from the attacked to the attacker.
If there is a defending Squad(s), combat is resolved. If all of the defenders are killed, attackers that have not yet fought kill (x) many population. If there are one or more defending Squads still alive, or all of the attacking squads fought in the combat, none of the Tribe Square's population is killed.
If your Tribe square does reach 0 population, the following happens:
-the Tribe Square becomes a Ruins Square.
-you lose the ability to research new technologies.
You are not out of the game if you lose your town Square. This only means you can no longer "Win". Any Squads you do have left live on, refugees of a destroyed civilization, and may continue wander, level, maybe even seek revenge.

WORKING POPULATION (AND HOW SIEGES AFFECT THEM):
As you probably know, you may harness a Square with 10 population and the right research(es). If An enemy Squad moves onto an undefended, harnessed Square that is not adjacent to your base, you lose control of that Square. Your 10 population is reduced by the Enemy Squad(s) total damage, but no less then 0 (obviously). Any survivors return home. If the square is defended by one of you Squads, combat is resolved. If the Defenders win or survive, the ten population remain there. If the defending Squads are killed, the 10 population return to your Tribe Square unscathed. Squares adjacent to your Tribe Square remain harnessed, even if an enemy Squad moves onto it. While an enemy squad is beside your base, no new squares can be harnessed, except for your Tribe Square.

ANOTHER IMPORTANT CONCEPT:
You cannot ever get another Tribe Square. No exceptions. Not through research or settlers or Time Mite Religion. So make sure to take care of the one you have.

CLUSTERING/RESOLVING SQUARE MOVEMENTS:
Yes, multiple Squads can be on the same square, if: they are owned by the same player; they are owned by multiple players who are all in appliances with each other; or they are single squads all owned by different players who are neutral. Two enemy Squads cannot be on the same square, nor can an army be on a square with neutral players. If two (or more) enemies try to move onto them same square, they will fight. If two (or more) players neutral to each other try to move onto the same square with 2+ squads, the player with the larger group of squads moves onto the square and the other returns to where it was. If a neutral player tries to move onto another neutral player's stationary squad, they will be moved back, regardless of either Squad groupings size.
If two (or more) enemies of each other and one (or more) neutral players try to move onto the same square the following happens:
-The enemies resolve their combat. If multiple "enemy" players have remaining squads, all are returned to their previous squares.
-Whoever has the largest grouping of squads takes the square, the rest move back.
If three (or more) enemies of one another try and move onto the same square, the following happens:
-Each player recieves a temporary "Queue". Starting with a random player, the first squad in their random queue fights a random squad of a random enemy player.
-The next player's first squad in their queue also fights a random squad of a random enemy player.
-This is repeated until: 1) all surviving squads have attacked at least once, or 2) until every player with surviving squads no longer has any enemies they are battling.
If 1) is the case, all players with surviving Squads return to the Square they were in. If 2) is the case, the player with the largest amount of squads remaining moves onto the square and the rest move back.

TREASURE/REWARDS FROM COMBAT:
There are rewards from combat: If a squad kills another squad of equal or higher level, It gains a level(with a maximum of level 5). When a squad levels, it gets a bonus to either HP, Dg, Att, or Def. Very occasionally, squads will also get abilities. The squad that deals the killing blow is considered the one that has killed the squad.
Fighting defended squares will also level you(sometimes), as well as give you treasure. Treasure is similar to resources, except it can stalk up and is only one use. You may give treasure to a squad that is on your Tribe Square, which depending on the treasure will increase/decrease their various stats. This will often give you a unique squad. You may also use them as substitutes for resources when constructing buildings or Squads, Trading with neutral squares or other players, fueling secret projects, ect.

TRADE ROUTES
Trade Routes allow you to harness 1 type of resource from a player's Tribe Square or any adjacent Squares that you couldn't already harness. When making a Trade Route with someone, both parties request which resource they want available to them. If they agree, both players may send as many people as they want to harness the resource, until the Trade Route is cancelled.

BUILDING LIMITS:
The maximum amount of any one type of building is 50, unless stated otherwise.

So, yeah, that's a lot of rules. More rules will come up, and I will explain them at the appropriate time. Ask any questions you have, and enjoy

IMPORTANT STUFF:
https://docs.google.com/spreadsheets/d/1...li=1#gid=0
Author Notes(The Original)
Hello again. I am originally from MSPA forums, and I wanted to make a game and spread the madness here. Although I tried, I have a feeling the Race options in this game aren't going to be balanced at all... Although I have an idea of how the rules will work, I'm stilling adjusting them. As I introduce the rules in the game, I will put them in this original post.

In Game Famous People:
Supernerd's Tribe:
Supernerd, Leader.(Alive)
Sek Gromish, the Legionnaire.(Alive, Friendly)
??? Goblin.
Credit's Tribe:
Credit, Leader.(Alive)
Judge Grok(Alive, Friendly)
Judge Jara(Alive, Friendly)
Judge Woxlaxinn(Alive, Friendly)
Dunnergy's Tribe:
Dunnergy, Leader.(Alive)
The Crimson Beast(Alive)
Sotek's Tribe:
Sotek, Leader.(Alive)
??? Fey.
Leafsw0rd's Tribe:
Leafsw0rd, Leader from 1-22.(Dead???)
??? Demon.
Sam B's Tribe:
Sam B, Leader.(Alive)
??? Goblin.
Vancho1's Tribe:
Vancho1, Leader from 1-22.(Dead)
Palamedes' Tribe:
Palamedes, Leader.(Alive)

Future Famous People:
Fey Poet Manio Palabude

Deities:
The Wasteland God(Indifferent with Everything): The Wasteland God appears to be a Giant Scorpion, with the face of an Orc and Hundreds of Stingers protruding out of its backside, rather then the normal one. It is mostly Black, with streaks of Neon Green and Dull Yellow. It seems to glow with a black aura.

Squad Traits:
Healer[+X]- May restore [X] Health to certain Squads on chance. This only activates once per turn.
Seaborne- This Squad's movement is limited to Tribe Squares, Water Squares, Magic Pool Squares and Swamp Squares.
Flying- This Squad's Movement is not restricted by any Square.
Wasteland Blessing[+X]- While on a Wasteland Square, this Squad receives +X to damage.
Sacred[Y]- If this creature is killed in battle, Y curses you for your incompetence.
Bathed- This Squad will not gain any more stats from bathing.
Acid Burn[X]- When this Squad Successfully deals damage, it has a small chance to do X damage after X turns.
Aftermath- In [Y] many turns you will take [Z] damage.

Researches:
Leafsw0rd:
~Mining- You may now harness Mountain Squares for (Stone).
~Stone Weaponry- At the cost of 1 (Stone) and 5 population, you may make a Militia Squad.
~Hunting- At the cost of 1(Stone/Wood) and 5 population, you may make a Hunter Squad. You may now harness Forest and Grassland Squares for (Small animal corpses).
~ Cooking! You may now turn harnessed (Food) resources into Prepared Meals. This includes but is not limited to: Meat, Nuts, Berries, Organs, Honey, ect. You also gain a (+1) to population growth.
~Smelting! You may now turn harnessed metal Ores(Iron, Copper, Gold, ect.) into metal bars of the respective material.
~Iron mining! You may now harness Iron Ore from Mountain Squares.
~Fire Magic! At the cost of 3 (Magic) and 5 population, a Pyromancer Squad may be made.
~Magic Harnessing! You may now harness (Magic) from Magic Pools.

SuperNerd
~Agriculture- At the cost of 1 (Wood/Non-organic resource) and 1 (Dirt/Organic Resource), you may build a farm to increase growth rate.
~Driftwood- You may now harness water squares for (Wood).
~Woodcrafting- You may now harness your Tribe Square for (1) Wooden Trinket. You may now build a Wooden Statue of _____, at the cost of (3) Wood to increase population happiness. You may only have one wooden statue of each ______.
~Digging- You may now harness Desert squares for (Sand), and Swamp Squares for (Muck).
~Fitness! Your general population is now stronger and more physically aware. Your growth rate has increased by (+2).
~The Plow! All of your agriculture farms now provide an additional (+0.01) to population growth each.
~Magic Water! You may now harness (Magic) from Magic Pools.
~Healing Magic! At the price of 1 population, 2 (Herb) and 3 (Magic), you may create one Witchdoctor. The created witchdoctor will be named. You may also make a Healer Squad at the cost of 5 population and 2 (Magic).
~Construction! You can now build a Wall at the cost of 6 (Stone and/or Wood).
~Herbalism! You may now harness herbs from Forest, Swamp and Grassland Squares. You may now test plant treasures on Squads or harnessed animals to discover their medicinal/harmful properties WITHOUT consuming the treasure.

Sam B
~Bone-crafting - You can now make Bone Clubs-men Squads at the cost of 5 population and 1 (Bone/Animal corpse/Ivory).
~Trapping- You may now harness Forest and Grassland Squares for small animals.
~Animal Husbandry! At the cost of 1 (Any Animal) and 1 (Wood/Non-Organic), you may construct a livestock farm that increases population growth. At the cost of 5 (Animal of Same Type), you may make an Animal Squad of that type.
~Selective Breeding! You may now specify the type of animal you are harnessing when harnessing a square for animals( for example, instead of harnessing a square for small animals, you could harness it for Hares, Birds or Squirrels). You may also “Breed” two animal/plant squads in your Tribe Square, combining them into something else.
~Millinery! You may now turn harnessed (Fur/Cloth/Wool/Cotton/Leather) into (Hats).

Sotek
~Mediation- Your diplomatic skills have increased, diplomatic units take one more person.
~Language Demon- All messages sent between you and Demons (Leafsw0rd) no longer have to be sent through me.
~Trade! You may now Trade Treasures/Resources/Squads to other players and friendly or neutral Squares. You may also set up trade routes with other players, and make Trade Agreements.
~Fishing! You may now harness Water and Swamp squares for (Fish).
~Aquaculture! At the cost of 1 (Any Aquatic Animal), 1 (Water) and 1 (Wood/Non-Organic), you may construct a aquafarm that increases population growth. At the cost of 5 (Aquatic Animal), you may make an animal squad.
~Language: Orc! All messages sent between you and Orcs (Dunnergy) no longer have to be sent through me.
~Syllabary! Your people can now write. You can harness your own Tribe Square for Writings. This research triggers a secret project. {Your People have started a secret project! They require: 15 (Writings).}

Palamedes
~Basic Tools- At the price of 1 (Wood/Stone) and 5 population, you may make a Cavemen Squad.
~Agriculture- At the cost of 1 (Wood/Non-organic resource) and 1 (Dirt/Organic Resource), you may build a farm to increase growth rate.
~Baskets- You may now harness: Swamp Squares (Flowers), Forest Squares (Flowers, Grass, Pinecones) and Grassland Squares (Grass, Flowers). You may also harness a farm for (Produce).
~Planting! You may now build a garden using 1 (Any seed), 2 (Dirt/Sand), and 1 (Anything). When building gardens, it is important to specify which resource is used as the last resource. Gardens have varying effects. Choose a new research.
~Woodcutting! You may now harness (Wood) from Forest Squares.
~Hygiene! Your people will become more resilient against sickness, and gain an increased population growth of (+2).
~Housing! At the cost of 3 (Wood/Stone/Hard Material) and 1 (Any Non-Hazardous) you may build a house, which permanently increases your population cap by +5.
~Irrigation! Your farms now give an additional (+0.01) population.
~Medicine! You may now turn (Non-poisonous Plants) into (Medicine). Your population is now more resilient to sickness. At the cost of 10 population, 8 (Hard Material) and 5 (Medicine), you may make a Hospital. Hospitals have a chance to heal any Squad in town for an additional +1, and also have a chance to cure diseases and illnesses of Squads and Famous People.

Dunnergy
~Fire- At the cost of 1 (Wood) resource and 5 population, you may get a Torchbearer Squad. Your population is now happier(+0.25 pop).
~Trapping- You may now harness Forest and Grassland Squares for small animals.
~Religion! For 5 population and 1 (Item of worship/Finished Good), you may construct a Priest Squad.
~~~The Wasteland God~~! The Wasteland God has been discovered. You, and anyone you have encountered, may interact with the Wasteland God. Anyone you've encountered may sacrifice resources, treasures, population, buildings, or Squads to gain favour with this Deity. They may be granted Treasures, Squads, and various boons for their worship. Certain Actions may anger the Wasteland God, and he may lay curses or plagues onto them. You may now build Wasteland Temples at the cost of 3 (Stone/Metal) and 3 (Blood/Radioactive Waste/Devourer Bile). These will increase your relationship with the God. Any player that keeps a Squad on a Wasteland for long enough will either lose the Squad, or the Squad will mutate into something else.
~Mining! You may now harness Mountain Squares for (Stone).
~Quarries! You can now harness any non-organic material you could get from a mountain Square from a Grassland Square. For example, if you could harness Stone from mountains, you can also harness it from grasslands.

Vancho1
~The Wheel- At the cost of 1 (Horse), 1 (wood/stone) and 3 population, you may create a Chariot Squad. Trade routes with neutral Squares will be more efficient.
~Obsidian Working- At the cost of 3 (Obsidian), you may make an Obsidian Statue of a ____ to increase population happiness. You may only have one Obsidian statue of each ______. When making a squad, you may replace all stone needed for an equal amount of obsidian. The squad will have different stats then if the squad is made with stone.
~Volcanic Obsidian gathering! You may now harness obsidian from Volcano Squares.
~Swamp Harvesting! You may now harness Muck, Vines and Swamp Plants.
~Magic Harnessing! You may now harness (Magic) from Magic Pools.

Ican'tGiveCredit
~Acidic tools- At the cost of 2 (Any Potent Acid) and 5 population to get an Alchemist Squad.
~Hygiene! Your people will become more resilient against sickness, and gain an increased population growth of (+2).
~Law! At the price of 5 population and 2 (Wood/Stone/Strong material), you may make a Guard Squad. You may now build the Courthouse for 3 (Stone/Wood/Metal). When this is built, 3 population will become judges, who will be in charge of all enforcing laws you place, as well as making sure your laws are fair.
~Healthy Foods! Your population growth has increased by (+0.25).
~Mining! You may now harness Mountain Squares for (Stone).
~Logging! You may now harness (Wood) from forest squares.
~Storage Depot! At the cost of 3 (Wood/Non-organic) you can build a Storage Depot, which stores a Non-liquid, Non-gas resource. Some resources will spoil over time.
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05-28-2014, 10:50 AM (This post was last modified: 05-28-2014 02:46 PM by Leafsw0rd.)
Post: #2
RE: Research Achieving Dynasties
I'd appreciate some elaboration on, well, stats, starting equipment, all the things.

Tribe: The Shards of the Sun

Race: Demons(So Rebellious - I assume this means that they won't always listen to me - and +1 health to basic squads. I personally chose this for flavour rather than power - though the +1 health is nice I'd sorta expect +1 attack or damage.)

First Technology: Mining

Direction to explore: West
Reply
05-28-2014, 12:55 PM
Post: #3
RE: Research Achieving Dynasties
Tribe: Clackheim

Race: Gnomes

First Technology: The Wheel (I assume we're going for starting-Civilization techs here, like Animal Husbandry, Agriculture, Pottery, etc. , not Ballistics, Gunpowder, Mechanics, etc.)

Direction: North, baby, North.

The one, the only, Vancho!
Reply
05-28-2014, 01:19 PM
Post: #4
RE: Research Achieving Dynasties
STARTING STUFF:
Everyone will start with a base population(civilians) of 20, and a base population growth of +2 per turn. A maximum of 100 population is all your tribe can have at the beginning, but new technologies may increase this cap. These may be modified if your race states so in its description. As well, everyone starts with a squad of scouts(H:1, Dg:1, A:1, Df:1), to be used to explore in a cardinal direction(N, E, S, W, NE, NW, SE, SW). Unless you get multiple scouts, or anyone chooses High Elves and gets a Priest Squad. All units are referred to as squads, even if there may only be one person in a particular squad. That is it. All you get. Everything else, from housing to fire to farming must be researched, and buildings constructed after the appropriate technology is researched.

SQUAD STATS AND SQUAD COMBAT:
The four stats every unit has are:
Health: How much damage a squad can take before it is killed.
Damage: How much damage you deal when you successfully attack/defend.
Attack: The bonus added to your attack roll.
Defence: The bonus added to your defence roll.
When a squad moves onto an enemy squad, the attacker and defender both roll a 12-sided die(I roll these for you). The Attack bonus of the attacker is added to their roll; the Defence bonus of the other squad is added to their roll. The Squad with the highest roll after bonuses inflicts their damage onto the enemy squad's health.
When multiple squads move onto an enemy's single or multiple squads, squads are paired up randomly and resolved. If one side has more squads, Extra squads randomly are paired up with surviving defenders and resolved. This process continues until every attacking squad has fought another squad once.
When two or more squads that are hostile towards each other move onto the same square, both player's squads are randomly paired up and resolved until every squad has fought once. However, both sides use their attack scores.
In the case of a tie between two squads, both inflict their damage score on the other squad.
After all attacking squads have fought at least once, they return to the square they were residing in, unless all squads of one team have been killed.

RESOURCES:
If you'd like, your first research may be Corruption Magic. However, you would need to find and harness a source of magic to create Corrupters.
Harnessing a square requires the appropriate research to harness it, as well as 10 population to work at the square. You can harvest whatever, depending on what you want from the square. For example, in a forest, you could have your 10 population chopping wood with the logging/woodcutting research. Or, they could be getting dirt with Digging Research. Or maybe they want live animals, or furs, or souls of the forest, ect. You could even have 50 population in one square, harvesting all 5 of those, assuming you have the tech.

RESOUCES CONTINUED:
Resouces don't stack up. Let me explain: Each turn, you have a production of _ many resources. You use these resorces to fund the construction of buildings, squads, and secret projects(comes later). If, say, a building costs two wood. But you only have 10 people harvesting wood. This just makes the building take two turns to construct. Any surplus resources that are not used in the turn they are produced are discarded. Treasures, which will be explained more thououghly later, are special pludered rescouces or discouvered resources that are one use. Those do stack up.

MY FIRST RESEARCHES:
Depending on what it is you want(that is, resoucre wise) is what you should research. The world was randomly genorated, so keep in mind that the simple techs may be the best choice for right now. Also keep in mind that squares like forest and grassland will be a lot more common then squares like volcano, or magic pool. Some recommended technologies could be: woodcutting, basic mining, trapping or fire(fire will increase population growth because your people are happier). Always be researching something, there are no downsides to research.

So, yeah, that's a lot of rules. I will move it to the original post. More rules will come up, and I will explain them at the appropiate time. Ask any questions you have, and enjoy. I will probably start the game in a couple days, or when it is filled. Whichever comes first.
Reply
05-28-2014, 01:25 PM (This post was last modified: 05-30-2014 10:55 AM by Supernerd.)
Post: #5
RE: Research Achieving Dynasties
Edited Post

Race: Goblins
Tribe name: Moonfang
First technology: Agriculture
Scout direction: East
Reply
05-28-2014, 01:50 PM
Post: #6
RE: Research Achieving Dynasties
Race: Orc
Clan: United Socialist Orc Republic
Research: Fire
Scout: South
Reply
05-28-2014, 02:43 PM
Post: #7
RE: Research Achieving Dynasties
Hold it, the population numbers are all way off. Currently, the Minotaur have no natural growth in their population while the humans have more than four times the standard population growth! Even with a low cap, +7 is insane. For reference, it will take a standard population 40 turns to max out their first cap - Humans do it in NINE.
Reply
05-28-2014, 02:56 PM
Post: #8
RE: Research Achieving Dynasties
Are the racial modifiers like % based things and not a flat +7 or whatever?
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05-28-2014, 10:16 PM (This post was last modified: 05-28-2014 10:18 PM by Reyweld.)
Post: #9
RE: Research Achieving Dynasties
Now they are, because a flat +7 would be way overpowered. I also increased Humans to 10% increase and Halflings to 5% increase.
Reply
05-29-2014, 04:32 AM (This post was last modified: 05-29-2014 04:32 AM by Sotek.)
Post: #10
RE: Research Achieving Dynasties
Are we automatic enemies of one another? If our scouts bump into one another do they immediately fight? Can we talk to one another at the start or will we have to research language translation stuff?

How large are the individuals of the various races? What does 'rebellious' actually mean?
Do all species eat the same things? If not, roughly what do the various species eat?

PS: Can you please get an avatar so your posts are easier to distinguish? :)
Reply
05-29-2014, 04:39 AM
Post: #11
RE: Research Achieving Dynasties
Anyway, here's my signup.

Race: Fey
Name of Central Living Place: Haven
Scout Direction: Southeast.
First Research: Mediation. (the process of understanding complaints and finding solutions that are as satisfactory a compromise for all involved as is reasonably possible.)
Reply
05-29-2014, 09:19 AM
Post: #12
RE: Research Achieving Dynasties
No, none of the players start off enemies of each other. If two scouts do move onto the same square, the players may choose whether or not they wish to engage one another. If one player kills another player's squad, they will go to war automatically. This just means that future encounters with that player's squads will result in battle. You may declare war on any encountered player during your turn. If you declare war on someone for no reason, your people(population, not squads) may throw riots. You may also choose to ally yourself with encountered players, but they must accept in order for the alliances to form. Alliances and Trade agreements will be explained later in more detail.

Yes, everyone mysteriously speaks the same language...

The size of a race's individuals matters not, and will not affect game play. The trait Rebellious means that squads you own with no orders will move randomly and attack nearby squads owned by other player's. They will not attack any squad owned by a player in an alliance or agreement with you.

Concerning food, all species are omnivores and will eat anything you find for them. Although it is not necessary, food technologies will increase growth rate.
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05-29-2014, 09:29 AM
Post: #13
RE: Research Achieving Dynasties
If we get to research whatever we want, I'm pretty sure I can make individual size matter. >_>
But if they're all "pretty close", eh, sure.

Also: if there's going to be roleplayed player interactions, and I assume there will, then you'd be amazed what can matter.
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05-29-2014, 09:44 AM
Post: #14
RE: Research Achieving Dynasties
Race: let's be the boring old humans
Name: Hungradae
Tech: Basic tools
Scout: North
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05-29-2014, 10:13 AM
Post: #15
RE: Research Achieving Dynasties
I figured that it wouldn't make sense to have a tribe name if we didn't discover language yet.
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05-29-2014, 10:26 AM
Post: #16
RE: Research Achieving Dynasties
I took the last mod post to mean we all start with language.
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05-29-2014, 12:26 PM
Post: #17
RE: Research Achieving Dynasties
There can be role-played interactions if you guys want. If this is so, I will give a rough description of the physical appearance of each race. But, yeah, they're all around the same height.

I hadn't intended on tribe names, but then they were submitted so I went with it. Most likely, the tribe names are what that race refer to themselves as. Also, it would make sense that language is a given. Members of the same race have to communicate somehow. The iffy part of my previous post was that everyone speaks the same language, but I don't feel like putting anyone through the trouble of researching something like linguistics just to have diplomatic relations with someone else. *Shrugs*
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05-30-2014, 01:43 AM
Post: #18
RE: Research Achieving Dynasties
Do you have any idea about when you want this game to begin? It may take quite a while to get a full 12 players.
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05-30-2014, 07:21 AM
Post: #19
RE: Research Achieving Dynasties
I plan on starting it some time today, regardless of how many players have signed up.
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05-30-2014, 08:45 AM (This post was last modified: 05-30-2014 08:52 AM by Sam B.)
Post: #20
RE: Research Achieving Dynasties
Tribe: Blaart

Race: Goblins

Capital: Blaarton

First Technology: Bonecrafting (That is, the art of shaping or otherwise utilizing bones to create... things... )

Direction to explore: South
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05-30-2014, 08:51 AM
Post: #21
RE: Research Achieving Dynasties
I still think a whopping +5% a turn is too much for no drawbacks, even if that means humans get two drawbacks. Also, the -% Populations don't seem like enough of a drawback.
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05-30-2014, 09:38 AM
Post: #22
RE: Research Achieving Dynasties
I don't think that 5% population is THAT amazing. If it had a drawback I wouldn't have taken it. You would only get one extra guy for every 20 you get normally and by the time people are getting +20 population per turn, I don't think that the +1 is going to be a deal breaker.
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05-30-2014, 09:40 AM
Post: #23
RE: Research Achieving Dynasties
Growth is exponential - small penalties compound. Bonuses are more likely to hit caps.
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05-30-2014, 10:00 AM
Post: #24
RE: Research Achieving Dynasties
Basically my thought is the same as Sotek's - the growth is great and all, but it's easy to hit the caps. Basically the only time even a 10% bonus would be amazing would be super lategame once races are getting 500+ people, and even then only if the race is constantly at war or in some other sort of peril to avoid hitting the population caps.

On that note, I also kind of agree that the -1/2% isn't all that great of a negative bonus? -5% would probably be a bit better.
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05-30-2014, 10:12 AM (This post was last modified: 05-30-2014 12:33 PM by ICan'tGiveCredit.)
Post: #25
RE: Research Achieving Dynasties
Y'see, this is why i just avoid all these difficulties and go with a highly ambiguous Goblin civilization while making no tactical strategy with regards to my potentially insane bonuses! Aren't games fun?

Tribe: Dgord
Race: goblins
Tech: acidic tools, allowing for a diverse infrastructure. Also doubling as weapons against the basic version of their product. Where they get the acid from? Well there are harmful plants aplenty, I'm sure.
Capital: Dingwal, the clockworks where everything ticks and tocks and it annoys nobody because we're deaf and don't want to hear your so-called "negotiations".
Scout: north
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05-30-2014, 10:30 AM (This post was last modified: 06-16-2014 06:09 AM by Reyweld.)
Post: #26
RE: Research Achieving Dynasties
PHYSICAL DESCRIPTIONS:
Humans- 5"7; Look at yourself.
Orcs- 5"9; Eye colours- Black, Brown, Darker Greens; Hair colour- Brown, Black; Skin- Brown/Green colouring, wrinkly and rough; Other- folded ears, snouts rather then noses, occasionally small tusks.
Lizard folk- 5"10; Eye colours- Yellow, Orange, Lighter Greens; Skin- (Green, Red, Yellow, Orange, White, or Black) colouring, scaly, smooth, hairless; Other- No ears, forked tongues, Long Tails, multiple eyelids, nose slits instead of noses.
Wood Elves- 6"2; Eye colours- Light Browns, Blue, Green, Light Oranges; Hair colour- Brown, Yellow, Orange, Green, White, Blue, Fuchsia; Skin- (Brown or Tan) colour, hard like wood; Other- pointed ears, genderless.
Blood Elves- 6"6; Eye colours- Pink, Red, Dark Reds, Brown; Hair colours- Orange, Green, White, Blue, Fuchsia; Skin- (Black, Grey or Brown) colour, soft to touch; Other- pointed ears, genderless.
High Elves- 6"5; Eye colours- Purple, Brown, Blue, Yellow; Hair colours- Yellow, Green, White, Blue, Fuchsia; Skin- (Pale pink, Tan or Brown) colour, soft to touch; Other- pointed ears, genderless.
Dwarves- 4"6; Eye colours- Brown, Blue, Green; Hair colours- Brown, Orange, Copper, Yellow, Red; Skin- (Brown or Olive) skin, rough, very hairy.
Fey- 3"11; Eye colour- Black; Hair colours- ROYGBIV; Skin- (White, Grey, Light Yellows, Salmon or Light Greens) colour, smooth; Other- Wings(Same colour as hair), Childish features, eyes are solid black.
Demons- 5"9; Eye colour- Black, Blue, Red, Yellow; Hair colours- Black, Red; Skin- (Black, Red, Dark Blues, Dark Greens or Brown), sometimes scaly, very hairy; Other- Tails, Horns.
Automatrons- 5"0; Eye colour- Yellow, Light Grey; Skin- (Grey, White or Black) colour, hairless, hard like rock; Other- Genderless.
Goblins- 4"3; Eye colour- Green, Blue, Red; Skin- (Green or Grey) colour, hairless; Other- genderless, webbed hands and feet, small tusks, nose slits instead of nose.
Halflings- 4"2; Eye colour- Blue, Green, Brown; Hair colours- Yellow, Brown, Orange, Black; Skin- (Pale pink, Tan or Brown) coloured; Other- appear similar to Human Children.
Minotaurs- 6"9; Eye colour- Black; Hair colours- Black, Brown; Skin- White colour, covered completely in Hair; Other- long Horns, snout instead of nose.
Gnomes- 4"9; Eye colour- Grey, White, Brown, Black, Silver; Hair colours- Same as eye colours; Skin- Colour(Tanned, Brown, Peach, Pale).
These are normal/average values, and do not include the rarities in each race. There can be Orcs that are Red or Minotaurs with orange eyes.
EDIT: Oh, discussions about serious flaws in my game. Yeah. Didn't even see that somehow...
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05-30-2014, 10:39 AM
Post: #27
RE: Research Achieving Dynasties
Also, some of us /do/ mind sharing the same language and don't much care for it.

(mspa)

Edited for Readability and Preservation of Sanity - The Revolution - OP - Chapter 1/2 - Chapter 2/2 (missing maps) - Chapter 2 - Chapter 3 (Ongoing) - Chat
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05-30-2014, 10:44 AM
Post: #28
RE: Research Achieving Dynasties
On the other hand, some of us don't care about the arbitrary bonuses or language(s) and just want to be awesome goblins. mspa

Actually, that's probably just me...
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05-30-2014, 10:47 AM
Post: #29
RE: Research Achieving Dynasties
Hmm. I'd switch to goblins as well, but there are already two other goblin players.
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05-30-2014, 10:48 AM (This post was last modified: 05-30-2014 10:34 PM by ICan'tGiveCredit.)
Post: #30
RE: Research Achieving Dynasties
How dare you keep all the ethnic goblin awesomeness to your self! What are you, some kind of goblitist?!

GLORY TO THE PROLETARIAT
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05-30-2014, 10:50 AM (This post was last modified: 05-30-2014 10:52 AM by Reyweld.)
Post: #31
RE: Research Achieving Dynasties
You know what, go wild, everyone can be goblins if they want to. Also, If it really is a debatable matter, lets have a vote on linguistics. (If everyone doesn't speak the same language, They will have to research each races diffenent languages. On the up side, I will strangely translate messages sent between people without eachothers languages.)
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05-30-2014, 10:52 AM
Post: #32
RE: Research Achieving Dynasties
I'll edit my previous post. And I vote against magical universal language. I'm fine with it requiring research, which is pretty much the point of the game.
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05-30-2014, 10:57 AM (This post was last modified: 05-30-2014 10:34 PM by ICan'tGiveCredit.)
Post: #33
RE: Research Achieving Dynasties
I vote for the revocation of resolving differences through mutual understanding because everyone is DEAF WWOOOOOOOO YEEEAAAAHHH
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05-30-2014, 11:02 AM
Post: #34
RE: Research Achieving Dynasties
I am always in favor of spreading the ethnic goblin awesomeness. I just don't care very much about the little details like racial bonuses or what language everyone is speaking. That said, possible miscommunication between races sounds like it could be pretty neat, so I too will vote against a universal language.
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05-30-2014, 11:03 AM (This post was last modified: 05-30-2014 11:05 AM by Leafsw0rd.)
Post: #35
RE: Research Achieving Dynasties
If everyone's going Goblins, that's a sign they're unbalanced. Though I... don't know what Quirky actually does.

Edit: Yeeeaaaaahhhh, lets go for un-universal language. Gives the opportunity for Demonic language. :D
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05-30-2014, 11:04 AM
Post: #36
RE: Research Achieving Dynasties
Actually, people are playing goblins because they don't know what Quirky even does. Not because they are unbalanced.
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05-30-2014, 11:25 AM
Post: #37
RE: Research Achieving Dynasties
Okay, no universal language! Also, I will never tell you what Quirky does.
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05-30-2014, 11:26 AM
Post: #38
RE: Research Achieving Dynasties
Good. Because telling us would ruin it!
When is the game going to start? Should I keep refreshing the page like I have been or start 'freshin in an hour or so?
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05-30-2014, 11:32 AM
Post: #39
RE: Research Achieving Dynasties
I don't care too much about language, but of course I will need to know how it goes.
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05-30-2014, 11:55 AM (This post was last modified: 05-30-2014 11:59 AM by Reyweld.)
Post: #40
RE: Research Achieving Dynasties
LET THE GAME BEGIN!!!
Turn 1:
Leafsw0rd(Demons) Pop:20/100(+2)-
Mining will take 3 more turns to finish.
The Scout Sqaud(H-2, Dg-1, Att-1, Def-1) moves to the west and discovers the following square: Mountain! Another scout is on this square. What a small world. You have met the player: Sotek. Will you attack the scout squad next turn?

Vancho1(Gnomes) Pop:20/100(+2)-
The Wheel will take 3 more turns to finish.
The Scout Squad(H-1, Dg-1, Att-1, Def-1) moves to the North and discovers the following square: Water! The Scout squad cannot stay on the water square and moves back to the Tribe Square.
Buildings: Walls(1~ H-20).

Supernerd(Goblins) Pop:20/100(+2)-
Agriculture will take 1 more turn to finish.
The Scout Squad(H-1, Dg-1, Att-1, Def-1) moves to the East and discovers the following square: Water! The Scout squad cannot stay on the water square and moves back to the Tribe Square.

Dunnergy(Orcs) Pop:20/100(+2)-
Fire will take 3 more turns to complete.
The Scout Squad(H-1, Dg-1, Att-1, Def-1) moves to the East and discovers the following square: Village! Will the scout squad choose to attack the Village's Guardians next turn?

Sotek(Fey) Pop:20/100(+2)-
Mediation will take 1 more turn.
The Scout Squad(H-1, Dg-1, Att-1, Def-1) moves to the SouthEast and discovers the following square: Mountain! Another scout is on this square. What a small world. You have met player: Leafsw0rd. Will you attack the other Scout Squad next turn?

Sam B(Goblin) Pop:20/100(+2)-
Bonecrafting will take 1 more turn to finish.
The Scout Squad(H-1, Dg-1, Att-1, Def-1) moves to the South and discovers the following square: Grassland!

ICantGiveCreddit(Goblin) Pop:20/100(+2)-
Acidic tools will be done in 5 turns.
The Scout Squad(H-1, Dg-1, Att-1, Def-1) moves to the North and discovers the following square: Grassland!

Palamedes(Human) Pop:20/100(+2{+0 from 10% racial bonus})-
Basic tools will be done in 2 turns.
The Scout Squad(H-1, Dg-1, Att-1, Def-1) moves to the North and discovers the following square: Dragon Shrine! Will the scout squad choose to attack the Dragon Shrine's Guardians next turn?

Mod Notes:
Post your next turn plans. This Game is now closed. Sorry for taking so long to update!
(I randomly generated this map, by the way.)
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05-30-2014, 12:01 PM (This post was last modified: 05-31-2014 02:44 AM by Palamedes.)
Post: #41
RE: Research Achieving Dynasties
What are Guardians' stats? Can we negotiate with them or just fight them?

For now, Scouts move east. Civilization keeps on basic tooling.

Am I doing this right?
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05-30-2014, 12:01 PM (This post was last modified: 05-30-2014 12:04 PM by Supernerd.)
Post: #42
RE: Research Achieving Dynasties
I'll have my scout move to the West. I think that is all I can do now.

Edit: I think you need a technological advancement to learn more about guardians.
Edit2: If you did not finish the tech you are currently, researching, it would probably be wise to finish researching what you started. An unfinished tech is time you spent that is not benefiting you.
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05-30-2014, 12:02 PM (This post was last modified: 05-30-2014 12:07 PM by Leafsw0rd.)
Post: #43
RE: Research Achieving Dynasties
Welp.

The Demons stand alert, ready to engage or act peacefully. It's a bit of a standoff here.

Orders are to attack if they attack, engage peacefully if they are peaceful, or move south if they move.
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05-30-2014, 12:13 PM (This post was last modified: 05-30-2014 12:21 PM by Reyweld.)
Post: #44
RE: Research Achieving Dynasties
Yes, Supernerd is right. One must get the research to scan the guardians of a Square. Also: [CENSORED] You may only be researching one thing at a time.

Sorry about that, now edit away your post.
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05-30-2014, 12:13 PM
Post: #45
RE: Research Achieving Dynasties
What are our communication options?
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05-30-2014, 12:15 PM (This post was last modified: 05-30-2014 12:24 PM by Supernerd.)
Post: #46
RE: Research Achieving Dynasties
Augh! Spoiler alert! People are supposed to assume that dragons are not something they should mess with!

edit: I would assume our diplomacy options are "attack" and "retreat". We are basically cavemen without research.

On a related note, even if we can speak dragon, that does not necessarily mean that the dragon can even talk. We would need to research that.
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05-30-2014, 12:21 PM (This post was last modified: 05-30-2014 10:34 PM by ICan'tGiveCredit.)
Post: #47
RE: Research Achieving Dynasties
The goblins wished they could research a way to put their vestigial appendixes to good use here but since they cannot, they will return south and continue research
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05-30-2014, 12:26 PM
Post: #48
RE: Research Achieving Dynasties
Communication options are as follows: PM me a message you want to send to them, and I will badly translate it. Your message may start off as "Let's form an alliance." and then I post waht you say to them after it has been translated, like "Potatoes... backs not mine?"
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05-30-2014, 12:27 PM
Post: #49
RE: Research Achieving Dynasties
Huh. That's even better than what I thought.
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05-30-2014, 12:34 PM (This post was last modified: 05-30-2014 10:34 PM by ICan'tGiveCredit.)
Post: #50
RE: Research Achieving Dynasties
I gave my capital a name. The clockworks is just their description of it.
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