Spoiler (click to show/hide):
This is an idea that was inspired by rooies old rp "The empire forge" The game is simple. You are all gods or goddesses, children of the once great God Chemit and he has decided to leave his fortune to the winner of the game. You shall create your own civilization, starting from a period of nomads on the verge of settlement. And then you shall guide your people on a global conquest against the creations of the other gods. However complete elimination is not the only way to win... after all where is a god if he has no followers...
This is an idea that was inspired by rooies old rp "The empire forge" The game is simple. You are all gods or goddesses, children of the once great God Chemit and he has decided to leave his fortune to the winner of the game. You shall create your own civilization, starting from a period of nomads on the verge of settlement. And then you shall guide your people on a global conquest against the creations of the other gods. However complete elimination is not the only way to win... after all where is a god if he has no followers...
Spoiler (click to show/hide):
So the game will work very similar to "the empire forge"... in fact it is pretty much a copy of it, but with minor improvements. As the god/goddess of your people you will choose a single development per post (a turn) that will improve your civ. I.E. if one choose to build wooden huts, population will increase. Unlike rooie's game, these developments will cost you. I.E. in order to get wooden huts, the civ will need an X amount of wood, basic rope knowledge (basically, they need to know how to make rope), and the rope itself. The combat system I'm still working on that, but that will come in soon. Any ideas on how to run the combat will be appreciated. Also if you didn't understand the whole
So the game will work very similar to "the empire forge"... in fact it is pretty much a copy of it, but with minor improvements. As the god/goddess of your people you will choose a single development per post (a turn) that will improve your civ. I.E. if one choose to build wooden huts, population will increase. Unlike rooie's game, these developments will cost you. I.E. in order to get wooden huts, the civ will need an X amount of wood, basic rope knowledge (basically, they need to know how to make rope), and the rope itself. The combat system I'm still working on that, but that will come in soon. Any ideas on how to run the combat will be appreciated. Also if you didn't understand the whole
thing. Let me explain. There will be two levels of population that the gods/goddesses will have to monitor. One will be the... population. The other will be followers. Just like real civilizations, just because they are your people, doesn't mean they all follow your religion. If a god/goddess has no followers, but still has a population, this god/goddess no longer exists to the people of the world. If it were the vice versa (no population, but there are followers), you would still lose, because the main goal of this game of civilizations is for your civilization to conquer the other civilizations.after all where is a god if he has no followers
Rules [WIP]
Spoiler (click to show/hide):
Turns: The turn system will work pretty much exactly the same as nearly all rps go. The gm will make a post and all will respond to said post. A very simple system. Each turn will comprise of three or more choices, one of which is the development path. The development choice decides how your civilization will advance whether it be by upgrading the types of homes, weapons, or the species itself. The second choice is the production path. This choice does exactly what it says. You choose what your civilization should focus on producing, whether it be food, wood, stone, minerals, or people. The third option is the building path. You decide on what kind of building your civilization needs to build, whether it be homes, temples, barracks, or mining camps. The other choices that you would have to make will be for controlling your troops in battle.
Resources and You: At all times, unless changed by your production choice, half of your population will be gathering a certain amount of resources. This amount will depend on three main factors, the environment, the population, and the level of tools. The way the environment affects production is quite simple, if a civilization is based in the plains, it will be extremely difficult for that civilization to gather wood. However, in the same scenario that civilization will excel at gathering food from animals. The way population amounts will affect resources is also simple... simple enough where I don't think I need to explain it. The level of tools will effect the amount of resources like so. If one civilizations uses wooden tools, they would not gather as much of the same resource as another civilization would with stone tools.
Combat: This is something that will probably change often before the rp even starts and maybe a little bit afterwards as well. A unit shall comprise of no more than 100 members, each member will be a side for a dice that will be rolled for damage or defense. Basically, a unit with 30 members will roll a 30 sided die for attack or defense, a unit with 67 members will roll a 67 sided die for attack or defense. In order to do damage, the attacking unit must roll higher than the defending unit. If the attack is a success, the defensive roll is subtracted from the attacking roll and that number is taken as damage. I.E. if an attacking unit rolls a 100 and the defensive unit rolls a 80, the defensive unit takes 20 damage. A units health will be compromised of the amount of members within the unit. Each member will have the base heath of 5 (Subject to change based on species traits{like hard scales and such} or level of armor{leather<copper<brass<iron<steel so on and so forth}). If the damage a unit has taken succeeds the base health of a member, that member will die. Going back to our previous scenario, the defensive unit will have all base stats and has taken 20 damage, well 20 divided by 5 equals 4. So that attack has eliminated 4 members of the defensive unit. The unit will die when all of its members are dead.
Turns: The turn system will work pretty much exactly the same as nearly all rps go. The gm will make a post and all will respond to said post. A very simple system. Each turn will comprise of three or more choices, one of which is the development path. The development choice decides how your civilization will advance whether it be by upgrading the types of homes, weapons, or the species itself. The second choice is the production path. This choice does exactly what it says. You choose what your civilization should focus on producing, whether it be food, wood, stone, minerals, or people. The third option is the building path. You decide on what kind of building your civilization needs to build, whether it be homes, temples, barracks, or mining camps. The other choices that you would have to make will be for controlling your troops in battle.
Resources and You: At all times, unless changed by your production choice, half of your population will be gathering a certain amount of resources. This amount will depend on three main factors, the environment, the population, and the level of tools. The way the environment affects production is quite simple, if a civilization is based in the plains, it will be extremely difficult for that civilization to gather wood. However, in the same scenario that civilization will excel at gathering food from animals. The way population amounts will affect resources is also simple... simple enough where I don't think I need to explain it. The level of tools will effect the amount of resources like so. If one civilizations uses wooden tools, they would not gather as much of the same resource as another civilization would with stone tools.
Combat: This is something that will probably change often before the rp even starts and maybe a little bit afterwards as well. A unit shall comprise of no more than 100 members, each member will be a side for a dice that will be rolled for damage or defense. Basically, a unit with 30 members will roll a 30 sided die for attack or defense, a unit with 67 members will roll a 67 sided die for attack or defense. In order to do damage, the attacking unit must roll higher than the defending unit. If the attack is a success, the defensive roll is subtracted from the attacking roll and that number is taken as damage. I.E. if an attacking unit rolls a 100 and the defensive unit rolls a 80, the defensive unit takes 20 damage. A units health will be compromised of the amount of members within the unit. Each member will have the base heath of 5 (Subject to change based on species traits{like hard scales and such} or level of armor{leather<copper<brass<iron<steel so on and so forth}). If the damage a unit has taken succeeds the base health of a member, that member will die. Going back to our previous scenario, the defensive unit will have all base stats and has taken 20 damage, well 20 divided by 5 equals 4. So that attack has eliminated 4 members of the defensive unit. The unit will die when all of its members are dead.
Character sheet.
Spoiler (click to show/hide):
Name of god/goddess:
Name of race:
Description of race:
Preferred starting biome:
Any special traits about your creation (max of 3):
Name of god/goddess:
Name of race:
Description of race:
Preferred starting biome:
Any special traits about your creation (max of 3):